Specular highlights in BI don’t show proper colors in Textured Solid mode #49170

Closed
opened 2016-08-26 12:59:06 +02:00 by Alex · 14 comments

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

  1. Start Blender and replace default Cube with a Sphere so it would be possible to see highlights. Set Sphere’s polygons to Smooth shading.
  2. Add material to Sphere and set Diffuse color to red and Specular color to green, change specular intensity to 1.000 and Hardness to 5. Notice that both colors, intensity and hardness options work as expected.
  3. Enable Textured Solid option or switch to Texture viewport shading. Notice that specular color, intensity and hardness options are not working anymore.
  4. Switch to Edit Mode and specular options will start working.
  5. Switch to Sculpt mode and and specular options will be disabled again.
  6. Material’s Shadeless option behaves the same way and also works only in Edit Mode.

Here is how it looks on my side:
3DView_Textured_Specular_and_Shadeless.png
You can use my test file to compare:
3DView_Textured_Specular_and_Shadeless.blend

**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** 1. Start Blender and replace default Cube with a Sphere so it would be possible to see highlights. Set Sphere’s polygons to Smooth shading. 2. Add material to Sphere and set Diffuse color to red and Specular color to green, change specular intensity to 1.000 and Hardness to 5. Notice that both colors, intensity and hardness options work as expected. 3. Enable Textured Solid option or switch to Texture viewport shading. Notice that specular color, intensity and hardness options are not working anymore. 4. Switch to Edit Mode and specular options will start working. 5. Switch to Sculpt mode and and specular options will be disabled again. 6. Material’s Shadeless option behaves the same way and also works only in Edit Mode. Here is how it looks on my side: ![3DView_Textured_Specular_and_Shadeless.png](https://archive.blender.org/developer/F343855/3DView_Textured_Specular_and_Shadeless.png) You can use my test file to compare: [3DView_Textured_Specular_and_Shadeless.blend](https://archive.blender.org/developer/F343857/3DView_Textured_Specular_and_Shadeless.blend)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @SpectreFirst

Added subscriber: @SpectreFirst
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

note: your file uses MultiTexture materials, what you describe works in GLSL
#49170.png
not sure this is supposed to be supported in MultiTexture?

note: your file uses MultiTexture materials, what you describe works in GLSL ![#49170.png](https://archive.blender.org/developer/F344468/T49170.png) not sure this is supposed to be supported in MultiTexture?
Author

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.

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.
Member

this apparently changed from 2.72 to 2.73 [looking into it now...]

this apparently changed from 2.72 to 2.73 [looking into it now...]
Member

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]

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

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.

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

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.

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

Added subscriber: @brecht

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2018-12-11 15:48:48 +01:00

No longer relevant in 2.8.

No longer relevant in 2.8.
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Reference: blender/blender#49170
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