[Bf-committers] Enhancement of texture management in Properties (buttons space)
Bastien Montagne
montagne29 at wanadoo.fr
Thu May 16 15:40:33 CEST 2013
Hi devs,
The goal of this patch ( http://www.pasteall.org/42290/diff ) is to
address the somewhat weak handling of stackless textures in Blender with
default (BI) renderer. To do so, it's defining an "other" texture
context, and when in this one, it switches to using the "new shading"
texture handling already known with Cycles engine.
So now, in the new "other" tex context, you can (depending on active
data) have direct access to modifiers', force's or brushes' textures...
I also refactored a bit how texture contexts are handled (once again, we
had some quite similar code in both space_buttons and RNA sources). This
should also solve some harmless glitches like "no texture context
selected in UI" sometimes when you remove data related to current
texture (see e.g. after removing the material from default cube, in
startup scene).
This usage of two different systems for textures, and the handling of
switches between them, has been a bit tricky to get working right, but
it is OK now I think. I also had to add a bool flag to buttons space,
SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which
indicates "new shading" texture code whether it has to ignore materials,
lamps etc. (BI) or not (Cycles).
Btw, pinned textures from modifiers/force/etc. were also broken (showing
nothing), now it should work too.
Best regards,
Bastien
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