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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop |
11 | - IPORTANT³: server crashes |
12 | (maybe also for floorbox) |
12 | >In the ruins of Narcopin lies the tomb of Aljwaf. |
13 | - IMPORTANT: win32, fow_tetxure sometimes nukes other textures |
13 | ... |
14 | - IMPORTANT: lose/regain mapping might clear messgae log |
14 | .. |
15 | (maybe this happens when its being updated when the window isn't mapped => no |
15 | many dangers, great rew< |
16 | window context?) |
16 | - IMPORTANT: running over or pickung up large stacks is etxremely slow |
17 | (this might be fixed now, watch out for it) |
17 | = it still takes "long", but is orders of magnitude faster |
18 | - IMPORTANT:_ map feedback... e.g. when clicking on it |
18 | - IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?) |
19 | - IMPORTANT: online documentation for the client (rig up a podviewer with textview) |
19 | - IMPORTANT: texture reload not working on scaras machine (maybe now) |
20 | - IMPORTANT: '.' in map should repeat last command |
20 | tetxure reload works. but fullscreen => minimize => no way to go back |
21 | - important: center and improve dialogs (create cFClient::UI::Dialog) |
21 | - IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls |
22 | - IMPORTANT: user interface (window positions etc.) should be saved, but |
22 | - IMPORTANT: discuss topmost menu, minor issues |
23 | b) widget layout is nontrivial as to not obscure map |
23 | 01:17 <Scara> ich habs grad nochmal getestet, es ist so das wenn ein item mit shift + |
24 | c) need better way to center map then middle-button, maybe map overview |
24 | leftclick gedropped wird verbliebt ein bild davon im inventory, anders |
25 | (but updates will be slow UPDATE updates are not at all slow). |
25 | wenn man mit dem befehl "drop *" etwas dropped verschwindet es aus dem |
26 | - IMPORTANT: verify and correct connection-dependent texture management |
26 | inventory, wird etwas mit middle click gegessen bleibt es auch im |
27 | - IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise |
27 | inventory, auch wenn es eigendlich nicht dort ist |
28 | - IMPORTANT: message log slider goes too far down. |
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29 | - IMPORTANT: focus mapwidget on login |
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30 | - IMPORTANT: font reconfigure works very badly. |
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31 | |
28 | |
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29 | |
32 | should be solved/investitaged before release: |
30 | should be solved/investitaged before BETA release: |
33 | - auto-download of all faces from the server in the bg. |
31 | - floorbox should show currently open container |
34 | - many sliders should have labels attached. |
32 | - make simple inventory filters: most recently added/changed, normal, only unlocked |
35 | - widgets need to know about their visibility. the inventory |
33 | - binding keys is too complicated in the general case => disucss |
36 | completely redraws itself on every animation change, even when its not visible. |
34 | - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) |
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35 | - maybe support mb4/mb5 on selected widgets to facilitate scrolling |
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36 | (inventory, spell list, messge log...) => marc |
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37 | - add lmb mouse = cast, mmb2 = invoke or so to spell list. |
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38 | - maybe open the help viewer on the first start, or a simple dialog that |
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39 | initially lists keybidings for gcfclient converts. |
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40 | - binding window and editor layout broken for long recordings |
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41 | - minor: skill list which shows XP and lets u bind stuff |
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42 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
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43 | (after starting, press quit) |
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44 | - mapmap (overview) - scroll visible area by clicking/dragging |
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45 | - maybe move window managing functionality into toplevel: better window management (graphical feedback) |
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46 | |
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47 | should be solved/investigated before 1.0 release: |
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48 | - spell list => scroll down => "Pickup" => scrollbar not updated |
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49 | - what happened to the dialog being shown when modifiera are pressed, showing |
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50 | keybindings for this modifier? |
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51 | - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. |
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52 | - split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
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53 | - enter runmode when cursor-key repeats (maybe not?) |
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54 | - better focus management: put focus onto active windows, remove it again later |
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55 | (mainly to speed up gui interaction when map isn't important). |
37 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
56 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
38 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
57 | (despite horrendous efforts, this is likely not fixable except by building a custom |
39 | (after starting, pressing login with connection refused, then close window) |
58 | libcairo for win32). |
40 | - flopper/menu imrpovement: |
59 | (update: disabled antialiasing, this looks bad, but much better than antialiasing) |
41 | * things that are menus should act more like menus |
60 | - the binding editor should have a append-record mode or something like that |
42 | * inmventory etc. should fade-in automatically when used |
61 | - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) |
43 | - add menu itemds for inventory items: mark/inscribe etc. |
62 | and add column titles (also for other tables like inventory and bindings) |
44 | - remove wrap_mode hack from texture and make it a per-texture operation |
63 | - sliders do not change size after reconfigure. |
45 | - enter runmode when cursor-key repeats |
64 | - use more graphical frames/separators to make dialogs more eye-pleasing/clean. |
46 | - mapmap (overview) - scroll visible area by clicking/dragging |
65 | - investigate fill widget option. |
47 | - elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
66 | - win32, fow_tetxure sometimes nukes other textures |
48 | - maybe move window managing functionality into toplevel |
67 | (mostly fixed, but still there: displays list and texture uploads do not go well together) |
49 | - better window management (graphical feedback) |
68 | - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. |
50 | |
69 | - completer should know more about arguments, e.g. cast summon pet monster, |
51 | low priority: |
70 | or that some commands do not take arguments ("drop all"). |
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71 | - textview should not snap to bottom on resize. |
52 | - alt+2cursor == diagonal |
72 | - alt+cursor == diagonal |
53 | - look into extendedmapinfo |
73 | - look into extendedmapinfo |
54 | - save only dirty cached maps, and save dirty maps != current map |
74 | - save only dirty cached maps, and save dirty maps != current map |
55 | - inventory update must be incremental (too slow) (really? check) |
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56 | - try to synchronize local animation speed with server updates to save on screen refreshes. |
75 | - try to synchronize local animation speed with server updates to save on screen refreshes. |
57 | - player list from server for tell etc. commands |
76 | - player list from server for tell etc. commands |
58 | - examine etc., should use extendeddrawinfo or sth. similar |
77 | - examine etc., should use extendeddrawinfo or sth. similar |
59 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
78 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
60 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
79 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
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94 | allocating id 73 |
113 | allocating id 73 |
95 | OK |
114 | OK |
96 | set_face 4784 => 73 |
115 | set_face 4784 => 73 |
97 | libpng warning: Ignoring gAMA chunk with gamma=0 |
116 | libpng warning: Ignoring gAMA chunk with gamma=0 |
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117 | |
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118 | 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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119 | /*first pass*/ |
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120 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
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121 | glDepthMask(FALSE); /*disable Z buffer*/ |
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122 | if (premultpliedTransparency) |
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123 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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124 | else |
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125 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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126 | /*render the object here*/ |
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127 | |
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128 | 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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129 | /*second pass*/ |
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130 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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131 | glDepthMask(FALSE); /*disable Z buffer*/ |
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132 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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133 | /*render the object with alpha replaced with 1-a*/ |
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134 | |
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135 | 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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136 | /*third pass*/ |
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137 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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138 | glDepthMask(TRUE); /*enable Z buffer*/ |
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139 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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140 | /*render the object with alpha replaced with 1*/ |
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141 | |
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142 | |