[Bf-committers] BGE: Removing Singletexture Mode

Campbell Barton ideasman42 at gmail.com
Wed Sep 11 12:19:55 CEST 2013


On Wed, Sep 11, 2013 at 4:07 PM, Erwin Coumans <erwin.coumans at gmail.com> wrote:
> It is about time to remove it, I wrote that code more than 13 years ago :)
>
>
> On 10 September 2013 23:03, Mitchell Stokes <mogurijin at gmail.com> wrote:
>
>> Hello devs,
>>
>> Based on feedback from a BA thread[0], I would like to start working on
>> removing the Singletexture material mode. By removing Singletexture, we can
>> focus on making Multitexture a fixed-function material mode and GLSL a
>> shader-only material mode. I would like to deprecate Singletexture in 2.69
>> and remove it in 2.70. Ideally, we should be able to get blend files using
>> Singletexture to convert smoothly over to Multitexture.
>>
>> The biggest benefit of removing Singletexture is we get to cleanup some
>> code. For example, KX_PolygonMaterial can be completely removed since
>> KX_BlenderMaterial handles both Mutlitexture and GLSL material modes. We
>> can also remove some checks for if we're using KX_BlenderMaterial, since
>> KX_BlenderMaterial will be the only remaining concrete implementation of
>> RAS_IPolygonMaterial. Furthermore, we'd no longer need this
>> IndexPrimatives/IndexPrimativesMulti mess in the rasterizer code.
>>
>> The feedback from BA was mostly users, so I'd like to get some devs'
>> opinions on this as well. Any feedback would be appreciated.
>>
>> Thanks,
>> Mitchell Stokes
>>
>> [0]
>>
>> http://blenderartists.org/forum/showthread.php?306748-Dev-Anyone-still-using-Singletexture-materials

Is this for viewport drawing too? or only the game engine?


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