[Bf-committers] Proposal: to remove the TexFace options
mike.c.pan at gmail.com
Fri Feb 4 06:49:22 CET 2011
+1 from me as well. Should make things a lot simpler for beginners.
On Thu, Feb 3, 2011 at 8:59 PM, Dalai Felinto <dfelinto at gmail.com> wrote:
> Hi Carsten,
> >"- ObColor: I think I used it many times for changing the Mesh color with"
> As far as I know you can't change the Mesh color, but only the object color
> with this. The difference is that it can be unique per objects sharing the
> same mesh and material.
> ObColor works and will keep working. The question I was bringing is the
> option ObColor in the TexFace. I would assume this option allows part of
> mesh to use ObColor and part to ignore. However, as I said in the proposal,
> I couldn't make it work (user-wise). I either have the entire mesh with
> ObColor or without.
> >"- Maybe it is a bit more work to need materials for all faces which need
> >a different "Face Mode", since now it is easy, just select one or more
> >faces, set Face Mode and then Copy Mode."
> The workflow with materials is similar. Add multiple materials for the
> obejct (in the material slot) select the material you want, select the
> you want and click assign. The option to "Select" the faces of a specific
> material is even better than with TexFace because you can actually see the
> faces that share the same properties (i.e. material).
> >So I think it have to be possible
> >to show all the textures in GLSL when following is meet:
> >- Object has a Material,
> >- "Face Textures" in Options-Panel is ON
> Agree with that here. Actually I consider this more to be a bug than a
> design. Brecht would know better. Have you consider adding this to the
> tracker? Personally I would love if GLSL could work without materials using
> TexFace, but maybe that's me being lazy to add "dumb" materials.
> 2011/2/3 Carsten Wartmann <cw at blenderbuch.de>
> > Am 03.02.2011 21:56, schrieb Dalai Felinto:
> > > Dear developers and users,
> > >
> > > " Tex Face is part of Blender original design 15 years ago. The
> > > functionality it brought to the Blender Game Engine is still useful
> > > nowadays. However its design hasn't changed and it lacks integration
> > > other parts of Blender. This proposal is centered on moving the working
> > > functionalities as sub-options for the Material and remove deprecated
> > ones."
> > > http://wiki.blender.org/index.php/User:Dfelinto/TexFace
> > Hi,
> > for the most I can overlook now (its late here) I am fine with it.
> > There are two points where I have some worries (maybe because I need to
> > think a bit more):
> > - ObColor: I think I used it mayn times for changing the Mesh color with
> > the ObCol Ipo, even making things transparent worked this way. However,
> > having the Texture Face Mode become more and more obsolete it is maybe
> > not of much use nowadays? I think in Multitexture (not sure here) and
> > GLSL it is possible to animate the color directly without ObCol.
> > - Maybe it is a bit more work to need materials for all faces which need
> > a different "Face Mode", since now it is easy, just select one or more
> > faces, set Face Mode and then Copy Mode.
> > There is also another thing I always hated for GLSL Materials: It is
> > much more complicated to have a Mesh with multiple textures than with
> > Texture Face. In UV Image Editor you map several textures to several
> > faces, in Multitexture or Texture Face they are shown in the BGE. In
> > GLSL you need to assign several Materials to the several faces to get
> > the same result as in the other modes. So I think it have to be possible
> > to show all the textures in GLSL when following is meet:
> > - Object has a Material,
> > - "Face Textures" in Options-Panel is ON
> > That would be a great help.
> > Cheers,
> > Carsten
> > --
> > Carsten Wartmann: Autor - Dozent - 3D - Grafik
> > Homepage: http://blenderbuch.de/
> > Das Blender-Buch: http://blenderbuch.de/redirect.html
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