Am 20.02.2011 06:47, schrieb Dalai Felinto:
Any final word on whether this will be reverted or not?
Seems not. Silence in the woods as we say in Germany ;-)
If the commit is here to stay I think for BGE we will need some changes.
What are theese?
Carsten
--
Carsten Wartmann: Autor - Dozent
Am 20.02.2011 06:47, schrieb Dalai Felinto:
Any final word on whether this will be reverted or not?
I don't think so. ;-) I guess it will stay in trunk.
If the commit is here to stay I think for BGE we will need some changes.
--
Dalai
# -- Re: New Render Pipeline Panel #
Any final word on whether this will be reverted or not?
If the commit is here to stay I think for BGE we will need some changes.
--
Dalai
# -- Re: New Render Pipeline Panel #
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Hi.
I do understand what it means to the programmer's point of view, but
from a user's perspective it's clearly a big mistake to me.
So could you find a better solution for this, that don't kill usability
for the sake of some end-user-feature ? Thank you so much.
--
Mickaël Guédon | ebrain
On Thursday, February 17, 2011, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
It makes perfect sense if you know how it works
it doesn't make perfect sense and it never did in 2.4 either. The
reason for this is that it's impossible to make a ui for this that is
clear, usable and
I don't know how relevant is in this discussion if the shading system
needs improvements or a recode, we all know all of this by now?. The
idea of the new UI is simple. Global shading settings should have
their special location just like global render settings have their's
even if maybe to a new
Daniel, don't make the mistake to think we (at least me) don't
understand the WHY, and of course you are right because there was a
problem under the hood here.
What I want to discuss is about the HOW. This is needed yes, but HOW
do we implement it to give it sense, without sacrificing the
Hi,
On Thu, Feb 17, 2011 at 12:06 PM, Matt Ebb m...@mke3.net wrote:
On Thursday, February 17, 2011, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
It makes perfect sense if you know how it works
it doesn't make perfect sense and it never did in 2.4 either. The
reason for this is
Hi,
first of all, I'm sorry if I didn't publicized this enough.
After discussing in IRC, i have mailed bf-committers over 2 weeks ago:
http://lists.blender.org/pipermail/bf-committers/2011-February/030364.html
The (few) replies where positive, so I raised the topic in the last
sunday meeting.
Hi,
It makes perfect sense, since it follows the design and implementation
of our render system. Whether you like this or not, call it bad names,
but it's what we have, and it's perfectly understandable. A good UI
design should respect and communicate this.
Pipeline options are about how
On Friday, February 18, 2011, Ton Roosendaal t...@blender.org wrote:
Whether you like it or not, it's how the system works.
The trouble is though that there are more idiosyncracies and hidden
complexities in the system than just these, that this new organisation
doesn't express clearly. You end
Am 16.02.2011 20:39, schrieb Thomas Dinges:
Revision: 34914
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=34914
Author: dingto
Date: 2011-02-16 19:39:45 + (Wed, 16 Feb 2011)
Log Message:
---
Commit patch [#25939] material panel
This goes against all of the 2.5 UI design principles and pardigms and
show be removed or onlt be visible when needed, as its a clear case of
craming chikens into a basket, a big ugly mess
On that note it seems the design principles and paradigms that was set
when 2.5 was being desinged seem to
The reason those options are there is because they apply to the entire
shader tree. It makes perfect sense if you know how it works and actually
could lead to a better understanding. This is a great chance to explain this
in your book!
Daniel Salazar
Just to explain a bit more after talking to some people in IRC. Shadeless is
an example of a shader level option. so it should be *local*. You can also
control how much of transparency a shader's got locally; BUT the option to
enable transparency or not is *global* for the entire shader tree. Same
Am 16.02.2011 22:45, schrieb Thomas Dinges:
Hi Carsten,
Am 16.02.2011 22:15, schrieb Carsten Wartmann:
Roadmap: Beta = Final Feature Set, Ready for Documentation.
As I already said before: I don't care about definitions of Beta or
Alpha or RCs, I trust in the word (and I really have to, not
On 16/02/11 21:56, Tobias Oelgarte wrote:
What i really dislike is the confusion between program internal view and
the users perspective. We have a panel that is called Transparency.
But you can't get transparency with this panel alone
I would have to agree...
It would seem to me that moving
Michael Fox mfoxd...@gmail.com wrote:
This goes against all of the 2.5 UI design principles and pardigms and
show be removed or onlt be visible when needed, as its a clear case of
craming chikens into a basket, a big ugly mess
I'd like to reaffirm this. Not only is this antithetical to the
This conversation brings me directly back to a link that Ton posted a couple
weeks ago:
http://www.codesimplicity.com/post/open-source-community-simplified/
I keep seeing the same arguments popping up again and again about
documentation, and I think it highlights a larger problem with
our
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