>>think it can be usefull to have Collision by Face." >There is a new checkbox by the Physics panel. Turn it off and >collision goes away.
It is not clear: is there still an option to turn on/off collision per face? That is a very useful feature we shouldn't drop I think. Thanks, Erwin On 11 March 2011 10:16, Dalai Felinto <[email protected]> wrote: > @Michael Williamson: > "How do the changes affect GL view and the texture painting workflow?" > It shouldn't affect the texture painting workflow. I haven't test it > but the part of the UV struct I'm touching is barely used in Blender > itself )other > > @Carsten Wartmann: > "How is it working together with GLSL? [Alpha]" > GLSL handles alpha differently (in 2.49 and trunk). AFAIK for a > billboard in Multitexture and Facetexture we set the alpha to 0.0, > while in GLSL the alpha has to be 1.0. I find this awful (UI-wise) but > this is how Blender has been working since ever (?). I would love to > make TextureFace and Multitexture to follow GLSL, it should be easy, a > matter of doing a doversion and value=1.0 - value. But since this > change has nothing to do with the patch it was left out. > > "Where is the "Collision" flag from the Face Textures is handled? I > think it can be usefull to have Collision by Face." > There is a new checkbox by the Physics panel. Turn it off and > collision goes away. > There is a part in the bullet code that is still checking for > TF_COLLISION (old TexFace flag for collision). I haven't touched it > yet, but it shouldn't matter. > > "I think you would also remove Texture Face as option from the Shading > in the Property Shelf?" > I'm for GLSL to support Texture Face eventually. Multitexture supports > it (it always did). So if we remove it from the Options panel we will > loose the functionality of not having to set a specific texture per > mesh. It's useful if you have different objects sharing the same > material but using different textures. > > "Beside this and my doubts about the time when to incorporate this I > think your work is very valuable and simplifies things." > It's always good to hear that. Please test with the collision and > alpha suggestions above and see it it helps "solving" part of the > problems. > > Thanks, > Dalai > > 2011/3/11 Carsten Wartmann <[email protected]>: > > Am 11.03.2011 13:16, schrieb Dalai Felinto: > >> I didn't address backward compatibility, so I still would like to hear > >> what is the best solution. I don't think an automatic conversion is a > >> good idea (it would affect rendering, and split materials will likely > >> get messy). So still looking for help into find the best alternative > >> here. > > > > Just as addition: It breaks all my game engine tutorials for my book, > > both in look (no alpha, no Add) and in functionality, I think because of > > the missing collision by face. > > > > Carsten > > -- > > Carsten Wartmann: Autor - Dozent - 3D - Grafik > > Homepage: http://blenderbuch.de/ > > Das Blender-Buch: http://blenderbuch.de/redirect.html > > _______________________________________________ > > 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 > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
