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

Dalai Felinto dfelinto at gmail.com
Fri Mar 11 19:47:12 CET 2011


Hi Erwin,
as with the rest of functionalities you can't per face but per
material. In the tracker there is an image with the UI highlights:
http://www.pasteall.org/pic/show.php?id=9863

It's in the header of the "Physics" tab in the material panel (and
it's on by default).

Thanks,
Dalai

2011/3/11 Erwin Coumans <erwin.coumans at gmail.com>:
>>>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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