That option isn't working anymore in *recent svn versions*, since the solid shading is combined with the only-textured shading. The only way to get an actual shadeless textured mode (needed for projection and texture painting) is to move all lamps on a hidden layer. I think that this isn't intuitive and also not an effective solution. Especially if you have lamps scattered around multiple layers. That forces you to hide all this layers to get to the desired mode and you will have to enable all this layers to get back to normal rendering. So far i couldn't see any advantage in the new shading modes which are now the default. Thats why i proposed the options inside my previous post and would like to hear the developers opinion on this.
Greetings from Tobias Oelgart Am 24.11.2011 05:57, schrieb Dima Glibitsky: > There is an option to display shadeless textures in solid mode (in > Display subpanel, toggle "Textured Solid")... Lighting-only mode seems > to be really absent, though. > I'm just a regular Blender user, but I think having all > shading-related settings in one place would be nice. > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > ### Previous not Cited Post ### Hello, I noticed some recent changes on how blender renders the content inside the 3D-View and at first i thought that it would be a bug in the current revisions. So I opened a bug report after some curious postings inside blendpolis.de (a well known German community website/forum for blender) regarding this recent change. One of the first problems was to figure out how to get a shadeless textured view onto a model. Even after several tries nobody found a solution. Inside the bug report Brecht mentioned that this change was intentional and not a bug. To achieve the essential view for texturing/painting the user will now have to move all lights to a separate layer and he is forced to hide this layer. Only then you will get back to usual shadeless view for texturing. So far the current situation. As I was continuing my work on a model it just felt wrong. I have lights spread out on multiple layers and I need this shadeless textured mode for projection painting. So what i had to do now? I had to disable all light layers (Shift+Click) to be able to continue the texturing and for a simple test render i had to enable all this layers again. The problem is, that i have to continue all steps over and over again, which simply isn't fun anymore. So I was soon forced to step back and to use an older version, in which i can just switch from solid to textured for painting/texturing and from there to GLSL to get a rough preview. I think that the current solution is neither suited for beginners (even long time users are confused or annoyed) and the additional draw types (e.g. solid shaded textured view or plain OpenGL-Lights Multitexture) seem pretty useless to me, i came up with two ideas to make the best out of it. Option #1: Add an additional checkbox under "Textured Solid", to disable all lights and enforce the shadeless, textured mode. It would at least provide a convenient way to switch between texturing (as a working step) and the GLSL preview. Option #2 (I would prefer it over #1): Remove this options and reduce the display modes to the following set of options: 1. Bounding Box (not affected by anything currently found under the GLSL/Multitexture/Singletexture option inside the 3D-View properties) 2. Wireframe (as previous mode not affected) 3. Solid view (Keep it solid, no textures, the typical view for modeling) 4. Only Textures, no Shading. (the typical view for texturing/unwrapping) 5. Only Shading, no Textures. (uses GLSL for lighting, but does not utilize textures or nodes, fast/rough preview for lighting in scenes, could be useful for sculpting) 6. Full GLSL (fast preview) Any other combination did not make much sense to me in the usual workflow. Why not reduce the display modes to this set of options, instead spreading them over multiple locations (3d-view toolbar, 3d-view properties under "Display") or making them even depend on (in)visible lights/layers? Best wishes from Tobias Oelgarte _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
