Alpha Channel Option For Texture Mode Display
On Solid Mode Viewport Shading, we can choose to display active texture on the viewport.
There's one problem with this display mode, if the active texture have transparency on the alpha channel it causing the object to be invisible in the viewport.
For someone who've been working on Game Assets on daily basis this issue are a bit annoying as we always use alpha channel for texture packing.
There is a workaround for this though, by changing the active texture setting alpha channel packing to
None
The problem is, we need to change the setting for every textures, and using
None
it means the alpha channel are totally ignored while we are need to using it.
I propose to add an option on the texture display mode to toggle the usage alpha channel from the active texture
Alternatively the new option can be called as
Use Alpha
or
Use Transparency
1 Comment
also the texture scaling and uv coordinates don't seem to be respected like in material preview and render preview and final render modes.