[Bf-committers] uv's in edit mode
Ton Roosendaal
ton at blender.org
Mon Sep 27 16:23:57 CEST 2004
Hi,
> I don't think that would work, unless I understand you wrong. Editing
> UV's or assigning images in Edit Mode will lead to the data being lost,
> because it will be overwritten once Edit Mode is left. And having the
> UV
> mapping functions coded for both modes would obviously be a bad idea.
Dang, you're right, in editmode you work on a copy of the TFace data.
So the UV window then should use that copy, including all tools
there... hrms hms...
-Ton-
>
>> We can leave the F9 (editing buttons) as they are now.
>>
>> So, minimal changes, nothing radical. :)
>>
>> As another (research project) we should look at UV-FaceSelect mode
>> though. I still think such modes are cumbersome, just like
>> vpaint/weightpaint/posemode etc. But that's another issue, not related
>> to the editmesh refactory!
>
> Ok, I can see this doesn't have to be changed now. But I think that UV
> Face Select and Painting should at least under the hood work with Edit
> Mode. They could then override some of the tools in Edit Mode, but
> still
> allow to work with the more advanced selection tools etc. This wouldn't
> have to be done before 2.35 of course.
>
> Cheers,
> Brecht.
>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at projects.blender.org
> http://projects.blender.org/mailman/listinfo/bf-committers
>
>
------------------------------------------------------------------------
--
Ton Roosendaal Blender Foundation ton at blender.org
http://www.blender.org
More information about the Bf-committers
mailing list