Suggestion... - Keep texface behavior as is, texface may be refactored out at some point, but until then theres no reason to remove this from texture-paint.
- When the view-port is in GLSL/Multi-texure mode, Use the faces materials as an image source. ... exactly how to do this isn't so straightforward, but I think using the materials active MTex is reasonable. ... if the MTex isn't an Image texture or doesn't use UV mapping a warning can be reported in the header. This means the common case of painting onto some materials which use images works by default. The downside is when each material has diffuse/normal/spec, it could get annoying to have to activate each material and then the MTex to paint onto the one you want but I don't think auto-selecting the mtex is great either since you may want to paint onto the specular images too. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
