Hello again, it's poke time :) Benoit started reviewing the code and so far things seem stable.
So I just want to announce new builds here, where back-compatibility is completely handled. http://graphicall.org/dfelinto (this time OSX, Win32 and Lin64) For feedback from users I just created a new post in BlenderArtists: http://blenderartists.org/forum/showthread.php?226758-Feedback-in-new-material-options-(replacement-for-texface) For coders the codereviewer still seems the best place for that: http://codereview.appspot.com/4289041/ Best regards, Dalai 2011/7/7 Dalai Felinto <dfeli...@gmail.com> > 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