1 | http://www.vionline.com/sound.html |
1 | http://www.vionline.com/sound.html |
2 | http://www.stonewashed.net/2.html |
2 | http://www.stonewashed.net/2.html |
3 | |
3 | |
4 | http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html |
4 | http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html |
5 | |
5 | |
6 | 12:17 <@schmorp> i do list all libs manually for pclient |
6 | 12:17 <@schmorp> i do list all libs manually for pclient |
7 | 12:17 <@schmorp> will have to do that for gce too |
7 | 12:17 <@schmorp> will have to do that for gce too |
8 | 12:17 <@schmorp> remind me of it |
8 | 12:17 <@schmorp> remind me of it |
9 | 12:17 <@schmorp> qwhen i next bundle it |
9 | 12:17 <@schmorp> qwhen i next bundle it |
10 | |
10 | |
11 | - IMPORTANT: where did the window titles go, damnit? |
11 | - IPORTANT³: server crashes |
12 | - IMPORTANT: message log window often loses contents after refreshes/res switches |
12 | >In the ruins of Narcopin lies the tomb of Aljwaf. |
13 | (m,aybe not, maybe after loging out and in again?) |
13 | ... |
14 | - IMPORTANT: toplevel geometry is not respected on moves. |
14 | .. |
15 | - IMPORTANT: learning spells does not make them show up automatically in the completer? |
15 | many dangers, great rew< |
16 | - IMPORTANT: statusbox update timer |
16 | - IMPORTANT: running over or pickung up large stacks is etxremely slow |
17 | - IMPORTANT: statusbox tooltip must not go away on updates |
17 | = it still takes "long", but is orders of magnitude faster |
18 | - IMPORTANT: history for completer (cursor-up) |
18 | - IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?) |
19 | - IMPORTANT: toggle stats/messgae log window to visible while character creation is active. |
19 | - IMPORTANT: texture reload not working on scaras machine (maybe now) |
20 | - IMPORTANT: win32, fow_tetxure sometimes nukes other textures |
20 | tetxure reload works. but fullscreen => minimize => no way to go back |
21 | (mostly fixed, but still there: displays list and texture uploads do not go well together) |
21 | - IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls |
22 | - IMPORTANT:_ map feedback... e.g. when clicking on it |
22 | - IMPORTANT: discuss topmost menu, minor issues |
23 | - IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) |
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24 | (remaining things to do: testing, seems not to work reliably?) |
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25 | |
23 | |
26 | should be solved/investitaged before release: |
24 | should be solved/investitaged before BETA release: |
27 | - log messages received and commands sent to ~/.crossfire/log.$ip |
25 | - floorbox should show currently open container |
28 | - the binding editor should have a append-record mode or something like that |
26 | - make simple inventory filters: most recently added/changed, normal, only unlocked |
29 | - rethink message display in lower left corner |
27 | - binding keys is too complicated in the general case => disucss |
30 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
28 | - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) |
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29 | - maybe support mb4/mb5 on selected widgets to facilitate scrolling |
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30 | (inventory, spell list, messge log...) => marc |
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31 | - add lmb mouse = cast, mmb2 = invoke or so to spell list. |
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32 | - maybe open the help viewer on the first start, or a simple dialog that |
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33 | initially lists keybidings for gcfclient converts. |
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34 | - binding window and editor layout broken for long recordings |
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35 | - minor: skill list which shows XP and lets u bind stuff |
31 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
36 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
32 | (after starting, press quit) |
37 | (after starting, press quit) |
33 | - flopper/menu imrpovement: |
38 | - mapmap (overview) - scroll visible area by clicking/dragging |
34 | * things that are menus should act more like menus |
39 | - maybe move window managing functionality into toplevel: better window management (graphical feedback) |
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40 | |
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41 | should be solved/investigated before 1.0 release: |
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42 | - spell list => scroll down => "Pickup" => scrollbar not updated |
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43 | - what happened to the dialog being shown when modifiera are pressed, showing |
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44 | keybindings for this modifier? |
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45 | - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. |
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46 | - split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
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47 | - enter runmode when cursor-key repeats (maybe not?) |
35 | - better focus management: put focus onto active windows, remove it again later |
48 | - better focus management: put focus onto active windows, remove it again later |
36 | - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. |
49 | (mainly to speed up gui interaction when map isn't important). |
37 | - enter runmode when cursor-key repeats (maybe not?) |
50 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
38 | - mapmap (overview) - scroll visible area by clicking/dragging |
51 | (despite horrendous efforts, this is likely not fixable except by building a custom |
39 | - split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
52 | libcairo for win32). |
40 | - maybe move window managing functionality into toplevel |
53 | (update: disabled antialiasing, this looks bad, but much better than antialiasing) |
41 | - better window management (graphical feedback) |
54 | - the binding editor should have a append-record mode or something like that |
42 | - the player weight somehow updates strangely when dropping/picking up |
55 | - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) |
43 | |
56 | and add column titles (also for other tables like inventory and bindings) |
44 | low priority: |
57 | - sliders do not change size after reconfigure. |
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58 | - use more graphical frames/separators to make dialogs more eye-pleasing/clean. |
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59 | - investigate fill widget option. |
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60 | - win32, fow_tetxure sometimes nukes other textures |
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61 | (mostly fixed, but still there: displays list and texture uploads do not go well together) |
45 | - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. |
62 | - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. |
46 | - completer should know more about arguments, e.g. cast summon pet monster, |
63 | - completer should know more about arguments, e.g. cast summon pet monster, |
47 | or that some commands do not take arguments ("drop all"). |
64 | or that some commands do not take arguments ("drop all"). |
48 | - textview should not snap to bottom on resize. |
65 | - textview should not snap to bottom on resize. |
49 | - alt+cursor == diagonal |
66 | - alt+cursor == diagonal |
50 | - look into extendedmapinfo |
67 | - look into extendedmapinfo |
51 | - save only dirty cached maps, and save dirty maps != current map |
68 | - save only dirty cached maps, and save dirty maps != current map |
52 | - inventory update must be incremental (too slow) (really? check) |
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53 | - try to synchronize local animation speed with server updates to save on screen refreshes. |
69 | - try to synchronize local animation speed with server updates to save on screen refreshes. |
54 | - player list from server for tell etc. commands |
70 | - player list from server for tell etc. commands |
55 | - examine etc., should use extendeddrawinfo or sth. similar |
71 | - examine etc., should use extendeddrawinfo or sth. similar |
56 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
72 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
57 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
73 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
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91 | allocating id 73 |
107 | allocating id 73 |
92 | OK |
108 | OK |
93 | set_face 4784 => 73 |
109 | set_face 4784 => 73 |
94 | libpng warning: Ignoring gAMA chunk with gamma=0 |
110 | libpng warning: Ignoring gAMA chunk with gamma=0 |
95 | |
111 | |
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112 | To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass. |
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113 | /*first pass*/ |
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114 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
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115 | glDepthMask(FALSE); /*disable Z buffer*/ |
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116 | if (premultpliedTransparency) |
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117 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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118 | else |
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119 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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120 | /*render the object here*/ |
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121 | |
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122 | On the second pass, you should set the frame buffer alpha channel value to (1- a s )(1- a d ). To do this, you need to render the object again, with a different alpha value, as follows: |
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123 | /*second pass*/ |
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124 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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125 | glDepthMask(FALSE); /*disable Z buffer*/ |
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126 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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127 | /*render the object with alpha replaced with 1-a*/ |
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128 | |
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129 | Finally, the third pass should replace the value in the alpha channel with the final value 1-((1- a s )(1- a d )). To do this, you need to render the object again, with its alpha value set to 1, as follows: |
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130 | /*third pass*/ |
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131 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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132 | glDepthMask(TRUE); /*enable Z buffer*/ |
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133 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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134 | /*render the object with alpha replaced with 1*/ |
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135 | |
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136 | |