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
>>> > _______________________________________________
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>>> >
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