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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: 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 | - IMPORTANT: toplevel geometry is not respected on moves. |
13 | - IMPORTANT: toggle stats/messgae log window to visible while character creation is active. |
14 | - IMPORTANT: statusbox update timer |
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15 | - IMPORTANT: statusbox tooltip must not go away on updates |
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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. |
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18 | - IMPORTANT: stats window looks like shit initially (widget allocation?) |
15 | - IMPORTANT: stats window looks like shit initially (widget allocation?) |
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16 | |
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 |
22 | - minor: skill list which shows XP and lets u bind stuff |
19 | - minor: skill list which shows XP and lets u bind stuff |
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90 | allocating id 73 |
87 | allocating id 73 |
91 | OK |
88 | OK |
92 | set_face 4784 => 73 |
89 | set_face 4784 => 73 |
93 | libpng warning: Ignoring gAMA chunk with gamma=0 |
90 | libpng warning: Ignoring gAMA chunk with gamma=0 |
94 | |
91 | |
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92 | 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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93 | /*first pass*/ |
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94 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
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95 | glDepthMask(FALSE); /*disable Z buffer*/ |
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96 | if (premultpliedTransparency) |
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97 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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98 | else |
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99 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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100 | /*render the object here*/ |
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101 | |
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102 | 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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103 | /*second pass*/ |
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104 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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105 | glDepthMask(FALSE); /*disable Z buffer*/ |
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106 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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107 | /*render the object with alpha replaced with 1-a*/ |
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108 | |
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109 | 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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110 | /*third pass*/ |
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111 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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112 | glDepthMask(TRUE); /*enable Z buffer*/ |
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113 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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114 | /*render the object with alpha replaced with 1*/ |
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115 | |
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116 | |