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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 |
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10 | |
11 | - IMPORTANT: lose/regain mapping might clear messgae log |
11 | - IMPORTANT: password-entry dialog (query!) not hidden, should be fixed |
12 | (maybe this happens when its being updated when the window isn't mapped => no |
12 | together with removing query dialog altogether. |
13 | window context?) |
13 | - IMPORTANT: statusbox tooltip must not go away on updates |
14 | - IMPORTANT: online documentation for the client (rig up a podviewer with textview) |
14 | - IMPORTANT: history for completer (cursor-up) |
15 | - IMPORTANT: '.' in map should repeat last command |
15 | - IMPORTANT: toggle stats/messgae log window to visible while character creation is active. |
16 | - important: center and improve dialogs (create cFClient::UI::Dialog) |
16 | - IMPORTANT: stats window looks like shit initially (widget allocation?) |
17 | - IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so |
17 | |
18 | - IMPORTANT: inventory update must be incremental (too slow) (really? check) |
18 | - binding window and editor layout broken for long recordings |
19 | - IMPORTANT: user interface (window positions etc.) should be saved, but |
19 | - sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction |
20 | b) widget layout is nontrivial as to not obscure map |
20 | - minor: skill list which shows XP and lets u bind stuff |
21 | c) need better way to center map then middle-button, maybe map overview |
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22 | (but updates will be slow UPDATE updates are not at all slow). |
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23 | - IMPORTANT: animate faces in inventory etc. |
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24 | - IMPORTANT: dialog, der warnt ein savebed aufzusuchen. |
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25 | - IMPORTANT: verify and correct connection-dependent texture management |
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26 | |
21 | |
27 | should be solved/investitaged before release: |
22 | should be solved/investitaged before release: |
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23 | - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) |
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24 | and add column titles (also for other tables like inventory and bindings) |
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25 | - log messages received and commands sent to ~/.crossfire/log.$ip |
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26 | - the binding editor should have a append-record mode or something like that |
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27 | - rethink message display in lower left corner |
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28 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
28 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
29 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
29 | (after starting, pressing login with connection refused, then close window) |
30 | (after starting, press quit) |
30 | - flopper/menu imrpovement: |
31 | - better focus management: put focus onto active windows, remove it again later |
31 | * things that are menus should act more like menus |
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32 | * inmventory etc. should fade-in automatically when used |
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33 | - add menu itemds for inventory items: mark/inscribe etc. |
32 | - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. |
34 | - remove wrap_mode hack from texture and make it a per-texture operation |
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35 | - enter runmode when cursor-key repeats |
33 | - enter runmode when cursor-key repeats (maybe not?) |
36 | - mapmap (overview) - scroll visible area by clicking/dragging |
34 | - mapmap (overview) - scroll visible area by clicking/dragging |
37 | - save only dirty cached maps, and save dirty maps != current map |
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38 | - elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
35 | - split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
39 | - maybe move window managing functionality into toplevel |
36 | - maybe move window managing functionality into toplevel |
40 | - better window management (feedback) |
37 | - better window management (graphical feedback) |
41 | - look into extendedmapinfo |
38 | - the player weight somehow updates strangely when dropping/picking up |
42 | - add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) |
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43 | |
39 | |
44 | low priority: |
40 | low priority: |
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41 | - win32, fow_tetxure sometimes nukes other textures |
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42 | (mostly fixed, but still there: displays list and texture uploads do not go well together) |
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43 | - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. |
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44 | - completer should know more about arguments, e.g. cast summon pet monster, |
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45 | or that some commands do not take arguments ("drop all"). |
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46 | - textview should not snap to bottom on resize. |
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47 | - alt+cursor == diagonal |
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48 | - look into extendedmapinfo |
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49 | - save only dirty cached maps, and save dirty maps != current map |
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50 | - try to synchronize local animation speed with server updates to save on screen refreshes. |
45 | - player list from server for tell etc. commands |
51 | - player list from server for tell etc. commands |
46 | - examine etc., should use extendeddrawinfo or sth. similar |
52 | - examine etc., should use extendeddrawinfo or sth. similar |
47 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
53 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
48 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
54 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
49 | - performance: use texture collections for upstream server data instead if gobs |
55 | - performance: use texture collections for upstream server data instead if gobs |
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82 | allocating id 73 |
88 | allocating id 73 |
83 | OK |
89 | OK |
84 | set_face 4784 => 73 |
90 | set_face 4784 => 73 |
85 | libpng warning: Ignoring gAMA chunk with gamma=0 |
91 | libpng warning: Ignoring gAMA chunk with gamma=0 |
86 | |
92 | |
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93 | 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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94 | /*first pass*/ |
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95 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
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96 | glDepthMask(FALSE); /*disable Z buffer*/ |
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97 | if (premultpliedTransparency) |
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98 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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99 | else |
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100 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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101 | /*render the object here*/ |
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102 | |
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103 | 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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104 | /*second pass*/ |
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105 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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106 | glDepthMask(FALSE); /*disable Z buffer*/ |
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107 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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108 | /*render the object with alpha replaced with 1-a*/ |
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109 | |
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110 | 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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111 | /*third pass*/ |
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112 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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113 | glDepthMask(TRUE); /*enable Z buffer*/ |
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114 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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115 | /*render the object with alpha replaced with 1*/ |
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116 | |
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117 | |