Is there a particular problem with just making a switch in the texture panel itself to go between world and materials?
I think that's better than duplicating anything and it's much less obscure than changing based on the previous panel. -- Colby On Apr 26, 2010, at 12:34 AM, Joshua Leung wrote: > I only partially agree with these comments. See responses interspersed > with the quoted text... > > On Mon, Apr 26, 2010 at 6:55 PM, Damir Prebeg <[email protected]> wrote: >> Since there's no texture panels in material (or World) buttons anymore, >> current texture assignment is anything but logic. >> >> If I want to assign texture to the world, as first step I have to click on >> world button, and second on texture button. Then, if I want to assign some >> texture to material, I must activate material buttons then again texture >> buttons. >> ... snip ... >> >> And second, if I want to assign a texture to the World and (by mistake) I >> click on material button first and then on texture button, I will for most >> sure assign by accident that texture to an active material, not to the >> World. If no one had this particular mistake with 2.5 then I must be really >> dumb. > > I agree with this point. This effectively means that sometimes you > need to remember what panel you clicked on last, and also increases > the amount of clicking back and forth that needs to be done. > > On Mon, Apr 26, 2010 at 6:55 PM, Damir Prebeg <[email protected]> wrote: >> First, I really don't see any reason for removing texture assignment panel >> from material buttons since texture is part of material isn't it?. In 2.4x I >> can assign texture to selected material directly from material buttons. >> >> ... snip ... >> >> Solution? I think that texture buttons should be only used for texture >> editing, not for texture assignment, and texture assignment panel should be >> returned to the Material and World buttons. > > You're partly correct that the texture assignment is part of the > material/world/lamp data instead, since that's where the "Texture > Slots" reside. > > However, the primary problem with having this information presented > ONLY in the old locations (as many users have complained over the > years), is that tweaking texture mapping often required trips between > the texture and other-shading panels to adjust texture settings then > tweak the mapping. > > In this case, I wonder whether just having these settings in two > places might be a better compromise? This still doesn't nicely solve > the dilemma of "where we get the texture stack from for the texture > buttons", but solves the issue you mention IMO. > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
