Maybe I'm missing some facts, but the way I see it, to make it as simple as possible, giving at the same time some versatility, overall changes could be: - Textured Solid option (could be) out from display/shading, as it can be selected in the viewport's shading menu (as seen on the mockup) - All viewport texture shading modes (except GLSL*) would still depend on what is selected on "display/shading" panel. * Meaning "Textured GLSL" would override whatever is selected in "display/shading" and viceversa; if GLSL is selected in display/shading, the other viewport tex shading modes would override GLSL mode.
Now, having those new viewport shading options, there might be a point where having the "display/shading" panel doesn't make sense anymore, but I think it doesn't hurt to leave it as it is at the moment, it might be a bit confusing, but you wouldn't even need to go there anyway, since you could alternate the most common tex shading options from the viewport menu or (ALT/SHIFT/Z) shortcuts. >Or is TT meant to be lit the old way, using OpenGL >predefined lights with multitexture? Yep, textured would be the same old textured, but I made a mistake on the mockup, to avoid confusion and clutter, it should be like this: http://dl.dropbox.com/u/2294713/textureshadingmodes2.png So if you were currently in shadeless mode, "Textured" would be present again. Regards. On Thu, Nov 24, 2011 at 6:37 PM, Tobias Oelgarte < [email protected]> wrote: > 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 > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
