Hello all, a quick update: The backward compatibility part of the patch is finished. I'm currently waiting for Benoit's review (he said he will try to put time on it in the coming days/week(s)). I also updated the docs [1] with the final UI and details in how the backward compatibility was done.
I built it for OSX and Win only this time. Linux is still to come (or if you build it there, please let me know the graphicall link). OSX build - http://graphicall.org/392 Win64 buld - http://graphicall.org/394 The patch [2], comments and feedback are welcomed here or in the tracker: http://codereview.appspot.com/4289041/ [1] - http://wiki.blender.org/index.php/User:Dfelinto/TexFace [2] - http://codereview.appspot.com/download/issue4289041_38001.diff Thanks, Dalai 2011/3/11 Dalai Felinto <dfeli...@gmail.com>: > Hi Erwin, > as with the rest of functionalities you can't per face but per > material. In the tracker there is an image with the UI highlights: > http://www.pasteall.org/pic/show.php?id=9863 > > It's in the header of the "Physics" tab in the material panel (and > it's on by default). > > Thanks, > Dalai > > 2011/3/11 Erwin Coumans <erwin.coum...@gmail.com>: >>>>think it can be usefull to have Collision by Face." >>>There is a new checkbox by the Physics panel. Turn it off and >>>collision goes away. >> >> It is not clear: is there still an option to turn on/off collision per >> face? >> That is a very useful feature we shouldn't drop I think. >> >> Thanks, >> Erwin >> >> >> >> >> On 11 March 2011 10:16, Dalai Felinto <dfeli...@gmail.com> wrote: >> >>> @Michael Williamson: >>> "How do the changes affect GL view and the texture painting workflow?" >>> It shouldn't affect the texture painting workflow. I haven't test it >>> but the part of the UV struct I'm touching is barely used in Blender >>> itself )other >>> >>> @Carsten Wartmann: >>> "How is it working together with GLSL? [Alpha]" >>> GLSL handles alpha differently (in 2.49 and trunk). AFAIK for a >>> billboard in Multitexture and Facetexture we set the alpha to 0.0, >>> while in GLSL the alpha has to be 1.0. I find this awful (UI-wise) but >>> this is how Blender has been working since ever (?). I would love to >>> make TextureFace and Multitexture to follow GLSL, it should be easy, a >>> matter of doing a doversion and value=1.0 - value. But since this >>> change has nothing to do with the patch it was left out. >>> >>> "Where is the "Collision" flag from the Face Textures is handled? I >>> think it can be usefull to have Collision by Face." >>> There is a new checkbox by the Physics panel. Turn it off and >>> collision goes away. >>> There is a part in the bullet code that is still checking for >>> TF_COLLISION (old TexFace flag for collision). I haven't touched it >>> yet, but it shouldn't matter. >>> >>> "I think you would also remove Texture Face as option from the Shading >>> in the Property Shelf?" >>> I'm for GLSL to support Texture Face eventually. Multitexture supports >>> it (it always did). So if we remove it from the Options panel we will >>> loose the functionality of not having to set a specific texture per >>> mesh. It's useful if you have different objects sharing the same >>> material but using different textures. >>> >>> "Beside this and my doubts about the time when to incorporate this I >>> think your work is very valuable and simplifies things." >>> It's always good to hear that. Please test with the collision and >>> alpha suggestions above and see it it helps "solving" part of the >>> problems. >>> >>> Thanks, >>> Dalai >>> >>> 2011/3/11 Carsten Wartmann <c...@blenderbuch.de>: >>> > Am 11.03.2011 13:16, schrieb Dalai Felinto: >>> >> I didn't address backward compatibility, so I still would like to hear >>> >> what is the best solution. I don't think an automatic conversion is a >>> >> good idea (it would affect rendering, and split materials will likely >>> >> get messy). So still looking for help into find the best alternative >>> >> here. >>> > >>> > Just as addition: It breaks all my game engine tutorials for my book, >>> > both in look (no alpha, no Add) and in functionality, I think because of >>> > the missing collision by face. >>> > >>> > Carsten >>> > -- >>> > Carsten Wartmann: Autor - Dozent - 3D - Grafik >>> > Homepage: http://blenderbuch.de/ >>> > Das Blender-Buch: http://blenderbuch.de/redirect.html >>> > _______________________________________________ >>> > Bf-committers mailing list >>> > Bf-committers@blender.org >>> > http://lists.blender.org/mailman/listinfo/bf-committers >>> > >>> _______________________________________________ >>> Bf-committers mailing list >>> Bf-committers@blender.org >>> http://lists.blender.org/mailman/listinfo/bf-committers >>> >> _______________________________________________ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers