Specular highlights in BI don’t show proper colors in Textured Solid mode #49170
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Reference: blender/blender#49170
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System Information
Intel Core i7, 8 Gb RAM, AMD Radeon HD 7700
Windows 7 x64
Blender Version
Broken: 2.77.3
50a44ed
Worked: no information
Short description of error
Specular highlights in BI Textured Solid and Texture shading are always showing as white in Object and Sculpt modes, but are showing properly in Edit Mode. Material's Shadeless option also works only in Edit Mode and can be quite useful on per-object basis so I thought I should mention this as well.
Exact steps for others to reproduce the error
Here is how it looks on my side:
You can use my test file to compare:
3DView_Textured_Specular_and_Shadeless.blend
Changed status to: 'Open'
Added subscriber: @SpectreFirst
Added subscriber: @lichtwerk
note: your file uses MultiTexture materials, what you describe works in GLSL
not sure this is supposed to be supported in MultiTexture?
Yes, I know that Texture viewport shading in GLSL mode will show these, but as far as I know, Texture viewport shading in GLSL mode is practically the same as Material shading. As you can see on my screenshot, specular highlights are showing properly in Edit Mode, but showing as white in Object and Sculpt modes. Solid viewport shading without Textured Solid option also shows proper highlights in all modes so I'm pretty sure it should work the same way for Textured Solid and Texture modes.
this apparently changed from 2.72 to 2.73 [looking into it now...]
Sorry, was having a quick look, but didnt have enough time to investigate this completely. Will come back to this [if noone else picks this up before I have the time]
Added subscriber: @Sergey
Sculpt mode is probably only aware of diffuse color, don't think we've added specular to it. So this part is somewhat expected and more like a TODO.
Object mode, however, should be all well aware of specular, that's for sure.
So definitely something to be investigated here.
Added subscribers: @mont29, @MikeErwin
Developer note:
First of all i went back in history to check whether this ever worked or not and this worked back to 2.72 days with VBO disabled. And this stopped working after
2b7e1c6
.The reason for that is that in BI's texture mode we either use tface (if present) or using colors from the array filled in in
update_tface_color_layer()
. When tface is present the shading is taking specular highlights correct (at least shading responds to changes in specular settings). When there is no tface texture drawing will only use diffuse color from the color array (since we don't store speculars in there).Surely this is annoying, but it will be more efficient if we tackle such major drawing flaws at once during 2.8 viewport refactor. So i'll move it to 2.8 project and change status to TODO.
@mont29, @MikeErwin, hope it's all fine with you.
Added subscriber: @brecht
Changed status from 'Open' to: 'Archived'
No longer relevant in 2.8.