[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [12595] trunk/blender/source/blender: * New material option: TexFace Alpha
Matt Ebb
matt at mke3.net
Thu Nov 15 13:36:11 CET 2007
On 15/11/2007, at 7:21 PM, Carsten Wartmann wrote:
> But is there a situation where you use alpha images and want to switch
> of alpha? So why not just let TexFace use alpha if there is alpha
> in the
> image?
Yes, that's how I originally had it for my own work, but I was
thinking that there's the possibility that people have used images
with alpha in the past, expecting the alpha not to come through, and
that changing the behaviour would break old renders.
I'm not sure really how big a deal this is in practice though -
personally I'd much rather not be adding yet more options for things
that should 'just work', but it seems that in the past, a lot of care
has been taken to keep old files rendering similarly, so I stuck with
that. Personally I think a too-strict adherence to backwards
compatibilty here can be to Blender's detriment - I'd like to think
that every now and then we should be able to break compatibility to
freshen things up in both the render output and usability...
Perhaps at least a good compromise would be to have the Alpha option
always on by default on new materials, and set it to off by default
when loading old files.
> Or even better, use the texture face panel option "Alpha" to
> control on
> which faces you want to use alpha?
It's an interesting thought, but I don't think it's a good idea. The
software renderer and the game engine OpenGL renderers are entirely
different beasts, with the exception of texface, which although
useful, is still pretty dodgy. I think it should be kept that way-
having to worry about setting the odd game engine face properties as
well as your materials, in a completely different part of blender,
would complicate the issue much more. Most people that don't use the
game engine wouldn't even know that those texture face settings even
exist. On the technical side, it's also not easy since the software
renderer doesn't really have any knowledge of the texture face
settings - it just knows 'renderfaces'.
cheers
Matt
------------------------------------------
Matt Ebb . matt at mke3.net . http://mke3.net
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