Entering local view displays object as black #31108

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opened 2012-04-26 11:06:10 +02:00 by Reiner Prokein · 6 comments

%%%r45595, Win 7 64 Bit

I have my startupfile setup to have GLSL as the main display mode. When i switch to Local view, then the object gets displayed as black. See image 2.

Workaround is that i have to change the display mode to Multitextured so that i can see the texture again. See image 3. Leaving the Local view in Multitextured mode leads me directly to the Multitexture displaying problems (That one`s the cause why i have to use GLSL in the viewport at all. Will that one ever be fixed? It is reported since a pretty while) . A very odd and dark shading. See shot 4. And i have to switch to GLSL again. Means with using the View Local tool i am always in the need of switching the display modes too. Cumbersome.%%%

%%%r45595, Win 7 64 Bit I have my startupfile setup to have GLSL as the main display mode. When i switch to Local view, then the object gets displayed as black. See image 2. Workaround is that i have to change the display mode to Multitextured so that i can see the texture again. See image 3. Leaving the Local view in Multitextured mode leads me directly to the Multitexture displaying problems (That one`s the cause why i have to use GLSL in the viewport at all. Will that one ever be fixed? It is reported since a pretty while) . A very odd and dark shading. See shot 4. And i have to switch to GLSL again. Means with using the View Local tool i am always in the need of switching the display modes too. Cumbersome.%%%
Author

Changed status to: 'Open'

Changed status to: 'Open'

%%%Fix in svn, thanks for the report.

Regarding multitexture, I don't see the bug there. It's quite dark because the lamp in this scene is not very bright. If you do not want scene lighting to affect things, use Textured Solid or set the material to Shadeless.%%%

%%%Fix in svn, thanks for the report. Regarding multitexture, I don't see the bug there. It's quite dark because the lamp in this scene is not very bright. If you do not want scene lighting to affect things, use Textured Solid or set the material to Shadeless.%%%

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Author

%%%Thanks for the fix :)

Regarding the multitexture issue, well, the lamp is a hemi, and should light the whole object in somehow the same brightness. The light is bright enough to work fine for GLSL, and in fact it lights the whole object here. But not in Multitexture. Here it acts like the hemi would be a sunlight. In Local View though it acts in Multitexture as i would expect it to be. And i would expect to see this kind of brightness also in the normal view. That`s how it looked like before in Blender.

So either the Multitexture display in Local view is broken, or the Multitexture display in World view is broken. At least from my angle. They differ. It once looked like in the Local view in both views :)%%%

%%%Thanks for the fix :) Regarding the multitexture issue, well, the lamp is a hemi, and should light the whole object in somehow the same brightness. The light is bright enough to work fine for GLSL, and in fact it lights the whole object here. But not in Multitexture. Here it acts like the hemi would be a sunlight. In Local View though it acts in Multitexture as i would expect it to be. And i would expect to see this kind of brightness also in the normal view. That`s how it looked like before in Blender. So either the Multitexture display in Local view is broken, or the Multitexture display in World view is broken. At least from my angle. They differ. It once looked like in the Local view in both views :)%%%

%%%OpenGL fixed function lighting doesn't support hemi lights, they can only work with custom written GLSL shaders.

I don't think it's broken, the behavior just changed when the game engine options were folded into the material. Lighting in textured draw mode works like this: if there are any lights visible, use those, if not show shadeless. In local view those other lights get hidden and don't influence things so it becomes shadeless. For GLSL I made them influence anyway, because we can't easily switch to shadeless there.
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.60/Texture_Face%%%

%%%OpenGL fixed function lighting doesn't support hemi lights, they can only work with custom written GLSL shaders. I don't think it's broken, the behavior just changed when the game engine options were folded into the material. Lighting in textured draw mode works like this: if there are any lights visible, use those, if not show shadeless. In local view those other lights get hidden and don't influence things so it becomes shadeless. For GLSL I made them influence anyway, because we can't easily switch to shadeless there. http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.60/Texture_Face%%%
Author

%%%Hm. I am still a bit unhappy with the behaviour. But now i understand much better where it comes from. Thanks for taking your time to explain it :)%%%

%%%Hm. I am still a bit unhappy with the behaviour. But now i understand much better where it comes from. Thanks for taking your time to explain it :)%%%
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Reference: blender/blender#31108
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