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Improved view modes #20333
Improved view modes #20333
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Changed the wireframe mode to unshaded and disabled rendering the environment
I had a slightly different version of the wireframe mode, without textures, but I guess it doesn't really harm to have those as well. Also, even though disabling the environment is just 2 clicks away, I thought it would make sense to leave it off in the wireframe mode. In my experience, it gets in the way of reading the lines 90% of the time due to the sky color. |
What about naming it "Display Untextured"? "Display Clay Mode" sounds strange to me — also, none of the other display modes have "mode" in their name. |
@Calinou untextured(no texture, but can have different colors) is different than "clay"(same plain material). I don't know what other name could fit better, I'm used to the concept of "clay renders" from 3d software. Let's see if anyone else has other suggestions |
Could always just call it Display Clay Textures |
The clay mode uses the default material, but doesn't that have a roughness of 0? Shouldn't the roughness be 1 so it's less shiny and easier to see the lighting? Also in Viewport.xml the name DEBUG_DRAW_WIREFRAME was duplicated instead of being DEBUG_DRAW_CLAY. |
I would definitely prefer to have the menu item to be called |
Formatting needs to be fixed for this one :) |
@mhilbrunner I'll fix formatting and whatever else is needed after there is consensus on what to call the "Clay" mode and that this is getting approved. otherwise will be wasting time ;) |
@@ -334,6 +334,9 @@ | |||
<constant name="DEBUG_DRAW_WIREFRAME" value="3" enum="DebugDraw"> | |||
Objects are displayed in wireframe style. | |||
</constant> | |||
<constant name="DEBUG_DRAW_WIREFRAME" value="4" enum="DebugDraw"> |
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Typo here.
What is blocking this issue? |
I had an idea, what do you think about calling it "Display Clay Material" or "Display as Clay" or even "Display Clay"? |
@@ -2218,6 +2218,9 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo | |||
if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { | |||
m_src = default_overdraw_material; | |||
} | |||
else if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_CLAY) { |
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This should be } else if
, not on a separate line, per the code style guidelines.
https://travis-ci.org/godotengine/godot/jobs/406645089#L539
http://docs.godotengine.org/en/latest/community/contributing/code_style_guidelines.html
@@ -2830,6 +2830,8 @@ void Viewport::_bind_methods() { | |||
BIND_ENUM_CONSTANT(DEBUG_DRAW_UNSHADED); | |||
BIND_ENUM_CONSTANT(DEBUG_DRAW_OVERDRAW); | |||
BIND_ENUM_CONSTANT(DEBUG_DRAW_WIREFRAME); | |||
BIND_ENUM_CONSTANT(DEBUG_DRAW_CLAY); | |||
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clang-format
doesn't seem to like the double blank line here. https://travis-ci.org/godotengine/godot/jobs/406645089#L539
This is a followup to #11392, but I cant say it "fixes" it completely :)
Menu:

Clay render mode:

Wireframe without shading and environment:
