Blender includes a vast set of shading options that changes the appearance of the 3D View.
The problem is that these options are scattered somewhat randomly in the UI. The main Shading menu only includes a small list of items, while others appear in the 3d View Properties (n-key).
Making matters worse, some of the settings in the n-key editor (Matcap) override the shading setting, and others only appear in Edit Mode (Hidden Wire)
When using the Blender Internal renderer, Solid Texture appears tucked away in the n-key area too.
This scattering and appearing/disappearing of shading options depending on modes is confusing, unclear, and you waste time and screen space by wading through the n-key panel to find the correct shading option. It's a mess.
Here's a concrete list of issues:
- Hidden Wire is only available inside Edit Mode, and only when viewport shading is set to Shaded
- Matcap is only available when viewport shading is set to Solid
- Shadeless (Texture Flat) is only available when viewport shading is set to Texture
- Hidden Wire, Matcap, Shadeless, Texture Solid, Backface Culling is placed far away from from the Viewport Shading menu, been though they are intricately linked
- Viewport Shading options have very complicated relationship to one another. Many shading options only appear in certain special circumstances.
Consolidate shading options into a single menu. Remove Shading panel in 3D View properties. Make shading options easy to find and understand, with clean names and icons.
Shading options differ slightly between Blender Internal and Cycles, reflected here: