Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFacehttp://codereview.appspot.com/4289041/
- Use enum instead of back/front flags combinations.
- This flags behaves differently for 2d/3d curves so use different enums for them.
- This commit shouldn't change existing files.
The only way to achieve this is to re-load editMesh.
After this commit you can't iterate through vertices and insert
hooks/parents from script anymore -- this operators are now
treated as topology-changing and shouldn't be used when iterating
via geometries.
- define __BIG_ENDIAN__ or __LITTLE_ENDIAN__ with cmake & scons.
- ENDIAN_ORDER is now a define rather than a global short.
- replace checks like this with single ifdef: #if defined(__sgi) || defined (__sparc) || defined (__sparc__) || defined (__PPC__) || defined (__ppc__) || defined (__hppa__) || defined (__BIG_ENDIAN__)
- remove BKE_endian.h which isn't used
- removed some unused functions.
- renamed vars to make more sense paint_vertex.c 'flags' --> 'lock_flags'
- some odd modifications were made in unrealted, commented code, copy these back from trunk.
- rename vertex_group_fix 'cp' property to 'accuracy'
- make style more consistant with trunk.
- remove 'Radish' comments.
- remove saniy checks from blf_font.c, the callers now check instead.
- move duplicate code into defines (may move into static functions).
- move kerning checks into const values set at the start of the function, rather then checking on every character.
patch from Damir Prebeg with some edits.
Also made it so resizing the console view keeps the lower part of the text in view (could be annoying when you needed to scroll because of a resized view).
Removed the drawSelectedVerts and added drawSelectedVertices, which uses dm->foreachMappedVert.
In calc_weightpaint_vert_color():
Made the weight paint color black and return instead of input=-1
Made the pose bone selection normal when multi-paint is inactive.
Name fix for functions using mv instead of mvert.
Used vector functions provided by the math lib.
Changed some MEM_callocN references to be stacks.
Changed dm_deform_clear to use ob->derivedDeform primarily
Made the variable "float **changes" into "float (*changes)[2]"
Used CTX_data_active_object() in place of CTX_data_pointer_get_type()
Added the invert selection hotkey "Ctrl+I" to weight paint's vertex mask.