vertex colors not shown in texture mode #48728
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Reference: blender/blender#48728
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System Information
Operating system and graphics card
Blender Version
Broken: 2.77
a8898d3
,Worked: 2.76b
vertex colors are not displayed in texture mode when viewport is set on multitexture .
open the attached .blend file with both blender versions to reproduce the error
test_texture.blend
Changed status to: 'Open'
Added subscriber: @icappiello
Added subscriber: @fsiddi
Added subscriber: @SpectreFirst
I can confirm that for BI and Cycles in Textured mode (compared to 2.76b):
Haven't noticed anything suspicious in the console so far.
Added subscribers: @ideasman42, @mont29
Changed status from 'Open' to: 'Archived'
@SpectreFirst not sure what you are saying here (vertex colors are not showing in Object, Sculpt and Vertex Paint modes seriously?), please do not add confusion to reports, your comments sound more like another issue not directly related to originally reported one.
@icappiello This 'feature' was purposely removed from master a few weeks ago (by @ideasman42 iirc) - it did not really make sense to systematically show vcol in texture paint mode, and was actually often annoying. You can still see those if you enable vcols in your material and switch to material preview mode.
Sorry if I wasn't clear enough, but that's what I see when I'm switching interaction modes in Textured viewport shading. Probably should have added pictures in the first place. The planes on these pictures are the same object in different modes.
{F318548}
Provided test file behave the same as my tests so I thought that I should add which modes display vertex colors and which ones don't. If this information is not useful anymore then you can just ignore it, but I honestly don't see any particular harm in my observations as well. Vertex color gradients are indeed a different issue, but I'm not sure if this is worth creating a separate report because I'm not sure if this is an actual issue or not.
@mont29 it doesn't make sense for me now since texture applied to uvs without material are instead correctly displayed. Vertex colors have no different use in that case but are displayed as a blank white shadeless object (not very useful at all).
@mont29 yeah, i could, but in a complex scene where lots materials are linked, you are suggesting to let blender viewport compute all of them (affecting severely the performance) when the only thing i have to see are the vertex colors. I don't think it's very handy. And i can't honestly see the benefit of removing this feature and make textures and vcols (both used to color the object) behave differently in the viewport.
Changed status from 'Archived' to: 'Open'
Added subscriber: @Sergey
Actually, was @Sergey 's commit,
03f846ea
.If it's really supposed to show vertex color in textured view simplest way to go would be to add
DM_DRAW_USE_COLORS
to flags indraw_mesh_textured_old()
in cases when object is not in texture paint mode.But my question is: is it indeed supposed to always use vertex color in texture view?
@Sergey, my point is: if you are using vertex colors to color your object, then they have to be shown in texture mode just as you would expect using a texture to color the object.
No material is required to show a texture, and no material should be needed to show the vcols.
If you are not using vertex colors, no harm could be done because they would not be shown anyway.
This is also rhe way it was always used in the blender viewport.
If the removal is so important, then at least a flag in the view 3D has to be present to show them. Again, my point is: what's the benefit of remiving it from the viewport itself breaking existing workflow when the problem is only affecting the texture paint mode?
I'm not sure if I understood the question correctly, but as far as I can understand, it boils down to what to display in Object and Sculpt modes when Diffuse color, image texture and vertex colors are presented.
I did some tests in 2.77a in Textured Solid Object mode and it work like this:
I can understand how it can cause problems so maybe it would be possible to do this:
This is obviously not an ideal solution and can be counterintuitive, but at least it will separate image and vertex colors and we won't lose the ability to see vertex colors in Textured Solid modes. I'm not sure if that makes sense so this is just my thoughts.
This issue was referenced by
2f532c7844
Changed status from 'Open' to: 'Resolved'
I've just tested the latest build
9d5661c
and it looks like the problem wasn't solved completely: object's diffuse color is now updating properly, but both diffuse color and vertex colors are only shown when object is actively selected. If many objects are selected, only the active one will display colors properly, others will show plain gray.Changed status from 'Resolved' to: 'Open'
This issue was referenced by
260da0cd91
Changed status from 'Open' to: 'Resolved'
Tested
4b0aeaf
and most combinations of modes work normally except strange behaviour in Sculpting mode which doesn't update material’s diffuse color properly:Just in case my previous report was lost in a traffic: tested
b27322e
and Diffuse color in Sculpting mode is still not updating properly in BI Textured Solid mode. Not a big problem perhaps, but can be quite annoying because you have to switch back and forth between Sculpt and Object mode to see Diffuse color update.@SpectreFirst, this is why it is important to create mew reports instead of re-summoning old ones. So please go ahead and submit a new report with the steps and probably .blend file.