[Bf-funboard] buttons window icons

William Reynish bf-funboard@blender.org
Mon, 20 Oct 2003 18:43:56 +0200 (CEST)


Luke Wrote: 
>Hi,
>Apparently there was a large amount of discussion in
>the past about the
>buttons window icons. Well I think the conclusion
>needs to be 
>rethought.
>
>Currently in 2.29:
>(1) Logic
>(1) Script
>(5) [Shading] Lamp, Material, Texture, Radiosity,
>World
>(1) Object
>(1) Editing
>(3) [Scene] Render, Anim/playback, Sound block
>= 12 button window categories.
>
>Initial proposal
>All the icons shown at once - but only 11 are needed.
>The "lamp" and
>"editing" can toggle automatically depending on if a
>lamp is the active
>object or not, since if a lamp is active, >the
"editing" buttons aren't
>available. And if a lamp isn't the active object,
>the "lamp" buttons 
>aren't
>available. (so it makes sense not to bother showing
>those icons) And 
>the
>buttons could switch from editing to lamp and vice
>versa, depending on 
>if
>the lamp is the active object or not. (Currently the
>switch is between
>material and lamp)
>
>The icons could be organized into 4 logical groups:
>A) Object
>A) Editing/Lamp
>B) Material
>B) Texture
>B) Radiosity
>B) World
>C) Logic
>C) Script
>C) Sound block
>D) Anim/playback
>D) Render


I think your organisation is much more logical,
however Lampbuttons should appear instead of
Materialbuttons if you select a lamp object. This is
more logical, because they both have to do with
shading.
All the options about how to display the lamp object
should be moved into the object buttons though, to
keep things consistent.

Also I think Radiositybuttons should be in the same
category as Renderbuttons (obviousely) because they
both have to do with rendering.


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