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: user_x/user_y for layout setting |
11 | - IMPORTANT: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579. |
12 | - IMPORTANT: fine-tuning of completer (drop 1 => drop all 1 _wrong_) |
12 | - IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) |
13 | ccmo => cast summon cult monsters not cast charm monsters |
13 | => either using bg attribute, or something else. neither way is currently implementable, imho |
14 | - IMPORTANT: learning spells does not make them show up automatically in the completer? |
14 | => or maybe using an extra icon for curses/magic items?) |
15 | - IMPORTANT: statusbox update timer |
15 | maybe drag&drop, otherwise two containers side-by-side makes little sense. |
16 | - IMPORTANT: statusbox tooltip must not go away on updates |
16 | show player weight/max weight in inventory |
17 | - IMPORTANT: history for completer (cursor-up) |
17 | offer common options such as use_skill sense xxx etc. in inventory via menu? |
18 | - IMPORTANT: toggle stats/messgae log window to visible while character creation is active. |
18 | maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not |
19 | - IMPORTANT: win32, fow_tetxure sometimes nukes other textures |
19 | - notebook should provide a visual feedback (support form button class?) |
20 | (mostly fixed, but still there: displays list and texture uploads do not go well together) |
20 | - IMPORTANT: store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) |
21 | - IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop. |
21 | - skill page in playerbook |
22 | - IMPORTANT:_ map feedback... e.g. when clicking on it |
22 | - enable autopickup/disable in right-click menĂ¼ for map |
23 | - IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) |
23 | - help window close button |
24 | b) widget layout is nontrivial as to not obscure map |
24 | - floorbox should show currently open container |
25 | c) need better way to center map then middle-button, maybe map overview |
25 | - make simple inventory filters: most recently added/changed, normal, only unlocked |
26 | (but updates will be slow UPDATE updates are not at all slow). |
26 | - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! |
27 | |
27 | - minor: skill list which shows XP and lets u bind stuff |
28 | should be solved/investitaged before release: |
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29 | - rethink message display in lower left corner |
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30 | - auto-download of all faces from the server in the bg. |
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31 | - many sliders should have labels attached. |
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32 | - widgets need to know about their visibility. the inventory |
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33 | completely redraws itself on every animation change, even when its not visible. |
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34 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
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35 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
28 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
36 | (after starting, press quit) |
29 | (after starting, press quit) |
37 | - flopper/menu imrpovement: |
30 | - use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory |
38 | * things that are menus should act more like menus |
31 | |
39 | * inmventory etc. should fade-in automatically when used |
32 | should be solved/investigated before 1.0 release: |
40 | - add menu itemds for inventory items: mark/inscribe etc. |
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41 | - remove wrap_mode hack from texture and make it a per-texture operation |
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42 | - enter runmode when cursor-key repeats |
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43 | - mapmap (overview) - scroll visible area by clicking/dragging |
33 | - mapmap (overview) - scroll visible area by clicking/dragging |
44 | - elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
34 | - binding window and editor layout broken for long recordings |
45 | - maybe move window managing functionality into toplevel |
35 | - maybe open the help viewer on the first start, or a simple dialog that |
46 | - better window management (graphical feedback) |
36 | initially lists keybidings for gcfclient converts. |
47 | - the player weight somehow updates strangely when dropping/picking up |
37 | - maybe support mb4/mb5 on selected widgets to facilitate scrolling |
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38 | (inventory, spell list, messge log...) => marc |
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39 | - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) |
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40 | - but fullscreen => minimize (alt-esc) => no way to go back [windows] |
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41 | - spell list => scroll down => "Pickup" => scrollbar not updated |
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42 | - what happened to the dialog being shown when modifiera are pressed, showing |
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43 | keybindings for this modifier? |
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44 | - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. |
48 | |
45 | |
49 | low priority: |
46 | post-1.0: |
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47 | - currently the font texture cache lacks "memory" (see texcache.c:tc_put) |
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48 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
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49 | affect neighbouring visible pixels (border bleeding). |
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50 | - examine etc., should use extendeddrawinfo or sth. similar |
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51 | - player list from server for tell etc. commands |
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52 | - save only dirty cached maps, and save dirty maps != current map |
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53 | - look into extendedmapinfo |
50 | - completer should know more about arguments, e.g. cast summon pet monster, |
54 | - completer should know more about arguments, e.g. cast summon pet monster, |
51 | or that some commands do not take arguments ("drop all"). |
55 | or that some commands do not take arguments ("drop all"). |
52 | - textview should not snap to bottom on resize. |
56 | - sliders do not change size after reconfigure. |
53 | - alt+cursor == diagonal |
57 | - enter runmode when cursor-key repeats (maybe not?) |
54 | - look into extendedmapinfo |
58 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
55 | - save only dirty cached maps, and save dirty maps != current map |
59 | (despite horrendous efforts, this is likely not fixable except by building a custom |
56 | - inventory update must be incremental (too slow) (really? check) |
60 | libcairo for win32). |
57 | - try to synchronize local animation speed with server updates to save on screen refreshes. |
61 | (update: disabled antialiasing, this looks bad, but much better than antialiasing) |
58 | - player list from server for tell etc. commands |
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59 | - examine etc., should use extendeddrawinfo or sth. similar |
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60 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
62 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
61 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
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62 | - performance: use texture collections for upstream server data instead if gobs |
63 | - performance: use texture collections for upstream server data instead if gobs |
63 | of small textures. |
64 | of small textures. |
64 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
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65 | affect neighbouring visible pixels (border bleeding). |
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66 | - pango fontsize measure and decrease to achieve real pixel height |
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67 | |
65 | |
68 | TEMPORARY SERVER TODO: |
66 | TEMPORARY SERVER TODO: |
69 | - palyer peaceful setting should be independen of game peaceful setting |
67 | - palyer peaceful setting should be independen of game peaceful setting |
70 | (i.e. one should be able to become hostile against guards but still |
68 | (i.e. one should be able to become hostile against guards but still |
71 | be peaceful - the palyer peaceful would be toggled by priests and shown |
69 | be peaceful - the palyer peaceful would be toggled by priests and shown |
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80 | be an attack (mentioned before). You also get no exp for this |
78 | be an attack (mentioned before). You also get no exp for this |
81 | - 10) (feature request): bug/typo/idea commands to automatically log |
79 | - 10) (feature request): bug/typo/idea commands to automatically log |
82 | your comments, with the mentioning of the current map (and perhaps an |
80 | your comments, with the mentioning of the current map (and perhaps an |
83 | item, if you do 'bug <item>'). |
81 | item, if you do 'bug <item>'). |
84 | |
82 | |
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83 | |
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84 | #TODO#d# display texture cache |
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85 | { |
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86 | glEnable GL_TEXTURE_2D; |
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87 | glBindTexture GL_TEXTURE_2D, 41; |
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88 | glColor 1, 1, 1, 1; |
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89 | glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE; |
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90 | glEnable GL_BLEND; |
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91 | glBlendFunc GL_SRC_ALPHA, GL_ZERO; |
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92 | glBegin GL_QUADS; |
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93 | glTexCoord 0,1; glVertex 0,0; |
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94 | glTexCoord 1,1; glVertex 255,0; |
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95 | glTexCoord 1,0; glVertex 255,255; |
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96 | glTexCoord 0,0; glVertex 0,255; |
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97 | glEnd; |
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98 | glDisable GL_BLEND; |
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99 | glDisable GL_TEXTURE_2D; |
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100 | } |
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101 | |
85 | set_face 4783 => 70 |
102 | set_face 4783 => 70 |
86 | libpng warning: Ignoring gAMA chunk with gamma=0 |
103 | libpng warning: Ignoring gAMA chunk with gamma=0 |
87 | allocating id 71 |
104 | allocating id 71 |
88 | OK |
105 | OK |
89 | set_face 4782 => 71 |
106 | set_face 4782 => 71 |
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95 | allocating id 73 |
112 | allocating id 73 |
96 | OK |
113 | OK |
97 | set_face 4784 => 73 |
114 | set_face 4784 => 73 |
98 | libpng warning: Ignoring gAMA chunk with gamma=0 |
115 | libpng warning: Ignoring gAMA chunk with gamma=0 |
99 | |
116 | |
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117 | 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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118 | /*first pass*/ |
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119 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
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120 | glDepthMask(FALSE); /*disable Z buffer*/ |
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121 | if (premultpliedTransparency) |
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122 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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123 | else |
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124 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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125 | /*render the object here*/ |
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126 | |
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127 | 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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128 | /*second pass*/ |
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129 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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130 | glDepthMask(FALSE); /*disable Z buffer*/ |
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131 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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132 | /*render the object with alpha replaced with 1-a*/ |
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133 | |
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134 | 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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135 | /*third pass*/ |
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136 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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137 | glDepthMask(TRUE); /*enable Z buffer*/ |
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138 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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139 | /*render the object with alpha replaced with 1*/ |
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140 | |
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141 | |