Currently the settings regarding how we see models in the 3d view are scattered all around the interface:
The biggest display option, where we choose GLSL/Multitexture/Singletexture is hidden in the properties panel, and it’s set on Multitexture by default, which is a inferior display mode.
We have the main Viewport Shading menu on the 3d View's header.
We have the Display panel in the Properties sidebar.
We have the View panel in the Properties sidebar.
We have the local Display section in the Object properties panel, which for instance have the wire overlay draw mode, which should also be global.
And lastly, we have the Mesh Display panel while in the Edit mode.
My proposed solution is to put all those options under just two buttons in the 3d view window:
Viewport Shading Button
The first button, the Viewport Shading, would be a dropdown menu that combines the current Viewport Shading (Solid/Textured/Wireframe..) and Shading (GLSL/Multitexture /Singletexture) into one. It would also display the current selected mode with it’s name, to conserve UI space.
The available modes would be:
- Bounding Box
- Solid That, if it’s possible, combines current solid with MatCap display.
- Textured Current GLSL Textured.
- Textured Shadeless (Patch added by blendix) Current GLG Textured on a Shadeless material - very important for texture paint.
- Multitexture (Legacy) Left for older machines.
The Display Button
The Display button would produce a pop-up with all the display options combined. A pop-up here is needed to toggle a couple of options at once.
Some options would be mode dependent - MatCap settings for instance.
The Draw Options visible when in edit mode would be here in other modes as well, but in a clearly separated section called “Edit Mode Draw Options”.
It would also contain the viewport-specific options from the 3d View’s sidebar View panel.
Object Display Override
An Display Override panel would be in Object Properties where you set the object’s display mode. Similar to the current one.