[Bf-committers] Proposal: to remove the TexFace options

Erwin Coumans erwin.coumans at gmail.com
Fri Mar 11 19:43:14 CET 2011


>>think it can be usefull to have Collision by Face."
>There is a new checkbox by the Physics panel. Turn it off and
>collision goes away.

It is not clear: is there still an option to turn on/off collision per
face?
That is a very useful feature we shouldn't drop I think.

Thanks,
Erwin




On 11 March 2011 10:16, Dalai Felinto <dfelinto at gmail.com> wrote:

> @Michael Williamson:
> "How do the changes affect GL view and the texture painting workflow?"
> It shouldn't affect the texture painting workflow. I haven't test it
> but the part of the UV struct I'm touching is barely used in Blender
> itself )other
>
> @Carsten Wartmann:
> "How is it working together with GLSL? [Alpha]"
> GLSL handles alpha differently (in 2.49 and trunk). AFAIK for a
> billboard in Multitexture and Facetexture we set the alpha to 0.0,
> while in GLSL the alpha has to be 1.0. I find this awful (UI-wise) but
> this is how Blender has been working since ever (?). I would love to
> make TextureFace and Multitexture to follow GLSL, it should be easy, a
> matter of doing a doversion and value=1.0 - value. But since this
> change has nothing to do with the patch it was left out.
>
> "Where is the "Collision" flag from the Face Textures is handled? I
> think it can be usefull to have Collision by Face."
> There is a new checkbox by the Physics panel. Turn it off and
> collision goes away.
> There is a part in the bullet code that is still checking for
> TF_COLLISION (old TexFace flag for collision). I haven't touched it
> yet, but it shouldn't matter.
>
> "I think you would also remove Texture Face as option from the Shading
> in the Property Shelf?"
> I'm for GLSL to support Texture Face eventually. Multitexture supports
> it (it always did). So if we remove it from the Options panel we will
> loose the functionality of not having to set a specific texture per
> mesh. It's useful if you have different objects sharing the same
> material but using different textures.
>
> "Beside this and my doubts about the time when to incorporate this I
> think your work is very valuable and simplifies things."
> It's always good to hear that. Please test with the collision and
> alpha suggestions above and see it it helps "solving" part of the
> problems.
>
> Thanks,
> Dalai
>
> 2011/3/11 Carsten Wartmann <cw at blenderbuch.de>:
> > Am 11.03.2011 13:16, schrieb Dalai Felinto:
> >> I didn't address backward compatibility, so I still would like to hear
> >> what is the best solution. I don't think an automatic conversion is a
> >> good idea (it would affect rendering, and split materials will likely
> >> get messy). So still looking for help into find the best alternative
> >> here.
> >
> > Just as addition: It breaks all my game engine tutorials for my book,
> > both in look (no alpha, no Add) and in functionality, I think because of
> > the missing collision by face.
> >
> > Carsten
> > --
> > Carsten Wartmann: Autor - Dozent - 3D - Grafik
> > Homepage:         http://blenderbuch.de/
> > Das Blender-Buch: http://blenderbuch.de/redirect.html
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