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BI: material failed to update in Texture shading mode
Closed, ResolvedPublic

Description

System Information
win8 64bit | GTX680

Blender Version
Broken: 2.74.1 (997c0c8)

Short description of error
When setting vireport shading mode to Texure, material fails to update (until having to click on something in Mesh Data tab)

Exact steps for others to reproduce the error

Event Timeline

Leon Cheung (leon_cheung) raised the priority of this task from to Needs Triage by Developer.
Leon Cheung (leon_cheung) updated the task description. (Show Details)
Leon Cheung (leon_cheung) set Type to Bug.
Julian Eisel (Severin) lowered the priority of this task from Needs Triage by Developer to Confirmed, Medium.

I can sort of confirm that, though I don't see it like a yellow blob like in the screenshot - testfiles are always useful here. Symptom is that the material does not get refreshed. Will check it out.

Well I also don't get this bright orange color, but I guess this comes from an orange material + deleting any lamps in the scene?

@Antony Riakiotakis (psy-fi), I just thought it is very intuitive, to repeat it, just:

  1. start blender,
  2. swtich to Texture Mode,
  3. then try changing the Diffuse color of the default cube's material.

The reason I don't upload .blend file this time is that it will refresh when you reload it, which makes it useless (and probably misleading). But sorry if the screenshot is sort of misleading.

@Julian Eisel (Severin), the orange color is a previous color displayed before refreshing, nothing fancy. :) And yeah, I thnk I temporally used shadeless viewport shading in that screenshot.

Antony Riakiotakis (psy-fi) raised the priority of this task from Confirmed, Medium to Unbreak Now!.Mar 24 2015, 9:55 AM

Need to fix this before release if possible, I'll look at it today

Since introduction of Material display for Cycles, all this stuff is very weird.

When we are using GLSL, diffuse color is taken into account by texture display. And it seems that there is no difference between texture display and material display for BI. In both cases, texture colors are mixed with diffuse color.

For Cycles, it is not diffuse color that is taken into account but viewport color until there is a texture node in material.
At this moment, there is no mix. It looks more like texture display for BI when using multitexture or more like Texture Solid.

I suppose that even with GLSL. It should work for BI like for Cycles.
Diffuse Color when no texture. Texture Colors when texture is used in material.

That's why new viewport project is worked on, to make those display modes more transparent. But this is not really relevant to this bug (missing updates)