I have a lot of questions about Shading in the 3D view, besides, i’d like this to turn into a discussion topic:
I think the viewing modes should go like this (from lowest to highest):
Bounding box
wireframe
matcap (It is less controllable then solid, so it should be under it)
shaded (more recognisable word then solid, as i find solid to have no sense)
plain texture (No lights, just texture)
Texture and light (Simple shading, responsive to the lights in the scene + texture)
Full shading (It’s GLSL with a more understandable name, full shading and trexture + shadows)
I don’t think the user should be searching for these modes in the N panel, they can be just there in the easy to find spot, where he expects them to be. I remember at 2.49, it took me forever to finally find how to turn on full shading. It took me quite a while to find it in 2.5 too. I don’t want any more new users getting into this again.
Can someone argument why this is a bad idea, why wasn’t it made like this in the first place?
Am i correct that “Display only Render objects” and “Outline selected” checkboxes in the N panel are completely useless? Do you find any use to them?
What’s the point of not showing the outline of a selected object?
I also think, that “All object origins”, “Relationship lines”, and “All edges” should be moved to the preferences instead. Can someone prove otherwise? I see no point for them being hidden like this.
Also, the shading menu should dissapear completely because of my shading mode list suggestion… no?
Next, does “textured solid” make any sense to you? Isn’t that what “textured mode” is for in the first place?
Next,
Can someone explain how do “Multitexture” and “Texture Face” work? On the default scene, if i turn on “textured” i get a shaded view, that responds to the lights of the scene. That’s neat.
But they don’t display any textures if i add a texture to the material, which makes it confusing. Why doesn’t it? Isn’t that what “Textured mode” is for (Displaying the scene with textured materials)?
Besides, if i unwrap the default cube, the object turns white and looses all the shading… how do i get the shading back and what’s the purpose of loosing the shading in the first place? Is it a bug?
Then i noticed that if i open an image in the UV editor, the cube gets textured… What’s the purpose of that? What are the advantages of displaying the texture on the model from the UV editor instead of displaying the materials diffuse texture? This makes no sense to me.
Next, what is the difference between multitexture and texture face? I didn’t see a single difference.
P.S. Can someone make a build for Windows that has the matcap mode in it? I want to try it out. I am not sure, but i think it’s in the Sculpt branch since 30459.
Thank you for your time.