I agree, it is a mess right now. Personally I would love something like this:
http://dl.dropbox.com/u/2294713/textureshadingmodes.png As for key mapping, imho, it would be nice to use SHIFT+Z to switch between all texture shading options (texture, tex solid, shaderless, and GLSL) Also, ALT+Z would switch between wireframe and whatever Texture Shading mode is currently selected. Same goes for "Z" switching between wireframe and any solid shading is selected. Regards. On Thu, Nov 24, 2011 at 1:32 AM, Tobias Oelgarte < tobias.oelga...@googlemail.com> wrote: > Hello, > > I noticed some recent changes on how blender renders the content inside > the 3D-View and at first i thought that it would be a bug in the current > revisions. So I opened a bug report after some curious postings inside > blendpolis.de (a well known German community website/forum for blender) > regarding this recent change. One of the first problems was to figure > out how to get a shadeless textured view onto a model. Even after > several tries nobody found a solution. Inside the bug report Brecht > mentioned that this change was intentional and not a bug. To achieve the > essential view for texturing/painting the user will now have to move all > lights to a separate layer and he is forced to hide this layer. Only > then you will get back to usual shadeless view for texturing. So far the > current situation. > > As I was continuing my work on a model it just felt wrong. I have lights > spread out on multiple layers and I need this shadeless textured mode > for projection painting. So what i had to do now? I had to disable all > light layers (Shift+Click) to be able to continue the texturing and for > a simple test render i had to enable all this layers again. The problem > is, that i have to continue all steps over and over again, which simply > isn't fun anymore. So I was soon forced to step back and to use an older > version, in which i can just switch from solid to textured for > painting/texturing and from there to GLSL to get a rough preview. > > I think that the current solution is neither suited for beginners (even > long time users are confused or annoyed) and the additional draw types > (e.g. solid shaded textured view or plain OpenGL-Lights Multitexture) > seem pretty useless to me, i came up with two ideas to make the best out > of it. > > Option #1: > Add an additional checkbox under "Textured Solid", to disable all lights > and enforce the shadeless, textured mode. It would at least provide a > convenient way to switch between texturing (as a working step) and the > GLSL preview. > > Option #2 (I would prefer it over #1): > Remove this options and reduce the display modes to the following set of > options: > > 1. Bounding Box (not affected by anything currently found under the > GLSL/Multitexture/Singletexture option inside the 3D-View properties) > 2. Wireframe (as previous mode not affected) > 3. Solid view (Keep it solid, no textures, the typical view for modeling) > 4. Only Textures, no Shading. (the typical view for texturing/unwrapping) > 5. Only Shading, no Textures. (uses GLSL for lighting, but does not > utilize textures or nodes, fast/rough preview for lighting in scenes, > could be useful for sculpting) > 6. Full GLSL (fast preview) > > Any other combination did not make much sense to me in the usual > workflow. Why not reduce the display modes to this set of options, > instead spreading them over multiple locations (3d-view toolbar, 3d-view > properties under "Display") or making them even depend on (in)visible > lights/layers? > > Best wishes from > Tobias Oelgarte > _______________________________________________ > 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