Discussion to be continued over the tracker: http://projects.blender.org/tracker/?func=detail&atid=498&aid=25963&group_id=9
Cheers, Dalei, I mean Dalai ;) 2011/2/7 Thomas Dinges <[email protected]>: > Hi Dalei, > thanks for your feedback! > I appreciate that very much, because I don't get feedback regarding > UI/Interface (concerning the python scripts) very often. >> Hi Thomas, >> options such as framing (Letterbox/Extend/Scale) and background color >> are actually used for both Player and the embed BGE. So why not the >> mouse? The way I see it (and the reason why it's there) is because >> Blender itself always has a mouse pointer. BlenderPlayer, however, as >> a standalone application does not necessarily would have one. Yes is a >> "shared" property, but it stands on its own in the Player. > Good point, I didn't thought about the special status of it in the player. >> That said I don't have a really strong opinion on that topic and >> nothing was ever set on stone. I just miss a big picture on the design >> here. >> For example if mouse fits better under "Display" I would rename it to >> "Mouse Cursor" instead of "Show Mouse". >> >> Also I have my doubts on whether "Display Lists" and "Use Frame Rate" >> actually belongs to "Performance". Think that way, "DisplayList" is >> (finally) on by default. The reason someone would turn it off would >> be: (1) to run in a gfx that doesn't support it (is there such a >> thing?). or (2) in very particular cases where DL performs better than >> Vertex Array. "Use Frame Rate" in the other hand affects the whole >> game. It can slow downs the logic and physics to assure the rasterizer >> always run on its loops. I'm not sure about you but I only use this >> when I want to do screencapture of the game with >> bge.render.saveScreenshot. They are known cases where this can benefit >> your game (e.g. those with heavy Python calculation) but the change in >> the game is so drastic that, again, I don't think Performance is a >> good group for them. > "Display Lists" and "Use Frame Rate" were in the performance panel before my > commit, that was not a change I did. > >> I find great that you put time and effort on this, but such a change >> should come with a better explanation than the message >> "reorganization" and wrong panel may convey. Specially because >> otherwise it gets hard to argue on that. >> >> And please, I know you are doing a really nice work in the UI, but >> refrain from changes in the code if the person that committed is >> active and maintaining it :) > I am sorry Dalai, I will ask you for feedback on it next time, when I do > changes in the Game Engine UI. > Still, as module owner of the UI scripts I do changes there all the time > and in the best of my abilities. So did I today. > > But I agree, that in this current beta (near to stable) stage we should > communicate UI changes better. > That's something I wish myself for other people too working on Ui > scripts. ;-) > > I hope we can resolve the issue. :) > Feel free to change the Game Engine buttons if you find a better > solution. Or I/you can revert my commit? > > Best regards, > Thomas > >> A reply in the commit log or a >> conversation over IRC can lead to a better dialog. Sometimes the >> maintaner-ish of a part of the code have sheltered ideas and future >> plans that can add for a better design. E.g. this is a list of things >> I would like to see in Blender before 2.5 and some of them does affect >> the UI: >> https://docs.google.com/document/d/1gBzJ_8A8_XHAE5NfyqV5UG7feZuLa_y7v-uccsHBNi0/edit?hl=en&authkey=CK3n9Y4G >> (see the 1st and 3rd item) >> >> Kind regards, >> Dalai > > _______________________________________________ > 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
