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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.121 by root, Sun Jun 4 01:14:02 2006 UTC vs.
Revision 1.128 by root, Mon Jun 5 03:06:04 2006 UTC

612:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: message log window often loses contents after refreshes/res switches 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12 (m,aybe not, maybe after loging out and in again?) 12 together with removing query dialog altogether.
13 also: message log window now visibly flickers, must be soem horrid bug 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14- IMPORTANT: statusbox update timer
15- IMPORTANT: statusbox tooltip must not go away on updates
16- IMPORTANT: history for completer (cursor-up) 14- IMPORTANT: history for completer (cursor-up)
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
18- IMPORTANT: stats window looks like shit initially (widget allocation?)
19 15
16- message log/textview flickers on update.
20- binding window and editor layout broken for long recordings 17- binding window and editor layout broken for long recordings
21- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 18- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
19 (use popups, not buttons)
22- minor: skill list which shows XP and lets u bind stuff 20- minor: skill list which shows XP and lets u bind stuff
23 21
24should be solved/investitaged before release: 22should be solved/investitaged before release:
25- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 23- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
26 and add column titles (also for other tables like inventory and bindings) 24 and add column titles (also for other tables like inventory and bindings)
27- log messages received and commands sent to ~/.crossfire/log.$ip 25- log messages received and commands sent to ~/.crossfire/log.$ip
28- the binding editor should have a append-record mode or something like that 26- the binding editor should have a append-record mode or something like that
29- rethink message display in lower left corner
30- cairo/win32 looks like shit (premultiplied alpha bug?) 27- cairo/win32 looks like shit (premultiplied alpha bug?)
28 (despite horrendous efforts, this is likely not fixable except by building a custom
29 libcairo for win32).
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 31 (after starting, press quit)
33- better focus management: put focus onto active windows, remove it again later 32- better focus management: put focus onto active windows, remove it again later
33 (mainly to speed up gui interaction when map isn't important).
34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
35- enter runmode when cursor-key repeats (maybe not?) 35- enter runmode when cursor-key repeats (maybe not?)
36- mapmap (overview) - scroll visible area by clicking/dragging 36- mapmap (overview) - scroll visible area by clicking/dragging
37- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 37- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
38- maybe move window managing functionality into toplevel 38- maybe move window managing functionality into toplevel
39- better window management (graphical feedback) 39- better window management (graphical feedback)
40- the player weight somehow updates strangely when dropping/picking up 40- the player weight somehow updates strangely when dropping/picking up
41 41
42low priority: 42low priority:
43- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
44- investigate fill widget option.
43- win32, fow_tetxure sometimes nukes other textures 45- win32, fow_tetxure sometimes nukes other textures
44 (mostly fixed, but still there: displays list and texture uploads do not go well together) 46 (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. 47- 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, 48- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 49 or that some commands do not take arguments ("drop all").
90allocating id 73 92allocating id 73
91OK 93OK
92set_face 4784 => 73 94set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 95libpng warning: Ignoring gAMA chunk with gamma=0
94 96
97 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.
98 /*first pass*/
99 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
100 glDepthMask(FALSE); /*disable Z buffer*/
101 if (premultpliedTransparency)
102 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
103 else
104 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
105 /*render the object here*/
106
107 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:
108 /*second pass*/
109 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
110 glDepthMask(FALSE); /*disable Z buffer*/
111 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
112 /*render the object with alpha replaced with 1-a*/
113
114 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:
115 /*third pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(TRUE); /*enable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1*/
120
121

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