A short look at you screenshot/mochup gave me a good impression. I would really like to see it simplified that way. The only thing that isn't quite clear to me would be the difference between Textured->Textured and Textured->Shadeless. I would assume that both are the same? Or is TT meant to be lit the old way, using OpenGL predefined lights with multitexture?
Currently we have this possible choices (Modes: GS=GLSL, MT=Multitexturing, ST=Singletexturing; Option: TeS=Textured solid): Drawmode | Mode | TeS | Rendered as: ----------|------|-----|---------------- Bounding | GS | | BoundingBox Bounding | GS | x | BoundingBox Bounding | MT | | BoundingBox Bounding | MT | x | BoundingBox Bounding | ST | | BoundingBox Bounding | ST | x | BoundingBox Wireframe | GS | | Wire Wireframe | GS | x | Wire Wireframe | MT | | Wire Wireframe | MT | x | Wire Wireframe | ST | | Wire Wireframe | ST | x | Wire Solid | GS | | Solid-Shading Solid | GS | x | Solid-Shading + Single Texture (active UV only) Solid | MT | | Solid-Shading Solid | MT | x | Solid-Shading + Single Texture (active UV only) Solid | ST | | Solid-Shading Solid | ST | x | Solid-Shading + Single Texture (active UV only) Texture | GS | | GLSL-Shading + GLSL-Texturing / Nodes Texture | GS | x | GLSL-Shading + GLSL-Texturing / Nodes Texture | MT | | OpenGL-Shading + Single Texture (active UV only) Texture | MT | x | OpenGL-Shading + Single Texture (active UV only) Texture | ST | | OpenGL-Shading + Single Texture (active UV only) Texture | ST | x | OpenGL-Shading + Single Texture (active UV only) That are a whole lot of possible combinations (24), but only a hand full (6) of actually implemented display modes. What about Multitexturing? I never saw a single mode supporting it inside the 3D-View. Additionally i think that the last mode "OpenGL-Shading + Single-Texturing (always active UV only)" is pretty much useless in practice. Greetings from Tobias Oelgarte Am 24.11.2011 17:46, schrieb Julio Iglesias: > I agree, it is a mess right now. Personally I would love something like > this: > > http://dl.dropbox.com/u/2294713/textureshadingmodes.png > > As for key mapping, imho, it would be nice to use SHIFT+Z to switch between > all texture shading options (texture, tex solid, shaderless, and GLSL) > Also, ALT+Z would switch between wireframe and whatever Texture Shading > mode is currently selected. > Same goes for "Z" switching between wireframe and any solid shading is > selected. > > > Regards. > > On Thu, Nov 24, 2011 at 1:32 AM, Tobias Oelgarte< > [email protected]> wrote: > >> 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 >> > _______________________________________________ > 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
