Hey everyone,
I've been painting and manipulating many attributes as of late, and it occurred to me that sometimes it can be quite tricky to view the data in the viewport.
Based on my observations, it appears that the openGL shading models that are availabe to choose from, all include some sort of diffuse, and specular component - which are based on normals - which are, quite often, anything but “normal” to the surface - the end product of this is having to tumble the geometry in all sorts of fantastical ways just to get a sense of what's going on .
I know that one can disable specular highlights, but that still leaves the diffuse component, which combined with not-quite-so-normal Normals, results in much carpal tunnel for yours truly.
There is also the Hidden line mode, which comes close, but again, since it's only applying color to the wireframe, it's hard to read.
My suggestion is something like the constant illumination model, which passes Cd directly to the viewport.
Thoughts?