Hi All.
I have gathered a long list of improvements I would like to see in Blender and will begin to implement some of these.
Now before I start I will sort all these small projects by difficulty and specificly if they are “Python Possible” or I need to dig into C.
In this regard I would like to ask about two of my ideas.
They are both about the shading of the meshes in the viewport:
Are there any means of making your own shading in the viewport?
IE: If I want to show the Object Index by different colors on all the objects in the viewport?
Is this possible by python?
object indices sound like a text over in the view3d, which is definately python-possible by using a draw handler (there are templates in the text editor)
While writing the index number is an easy and ok workaround I was actually thinking of something more complex.
I would love to be able to get a preview of different passes. Maybe a viewmode for previewing some of the simple passes like, OBIndex, MATIndex, Alpha, z-depth? (All the things that are possible to render with openGL)
This would make it much easier selecting and deciding the passes for masking etc…
I know this is a dirty mockup and that it is not a trivial feature to implement, but just to illustrate:
Another problem with using the viewport for rendered passes and output is that there is no way to specify a render size. The size is just whatever you happen to see on the screen. The API needs extended to support specific output requests as we all are thinking about how we can use viewport rendering to speed through basic render tasks.
What with Furryball and Lumion out there Blender could easily crank out fast game like images with only a few small additions to the API. Accelerated rendering is the future of the BGE (IMHO).