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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.107 by root, Fri Jun 2 02:12:04 2006 UTC vs.
Revision 1.180 by root, Wed Jun 28 21:17:01 2006 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
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: server list does not work, help window too small 11- IPORTANT³: server crashes
12- IMPORTANT: where did the window titles go, damnit? 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13- IMPORTANT: message log window often loses contents after refreshes/res switches 13...
14 (m,aybe not, maybe after loging out and in again?) 14..
15- IMPORTANT: toplevel geometry is not respected on moves. 15many dangers, great rew<
16- IMPORTANT: learning spells does not make them show up automatically in the completer? 16- IMPORTANT: running over or pickung up large stacks is etxremely slow.
17- IMPORTANT: statusbox update timer 17- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
18- IMPORTANT: statusbox tooltip must not go away on updates 18- IMPORTANT: texture reload not working on scaras machine (maybe now)
19- IMPORTANT: history for completer (cursor-up) 19 tetxure reload works. but fullscreen => minimize => no way to go back
20- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 20- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
21- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 21- IMPORTANT: discuss topmost menu, minor issues
22 (mostly fixed, but still there: displays list and texture uploads do not go well together)
23- IMPORTANT:_ map feedback... e.g. when clicking on it
24- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
25 (remaining things to do: testing, seems not to work reliably?)
26 22
27should be solved/investitaged before release: 23should be solved/investitaged before BETA release:
28- log messages received and commands sent to ~/.crossfire/log.$ip 24- floorbox should show currently open container
29- the binding editor should have a append-record mode or something like that 25- make simple inventory filters: most recently added/changed, normal, only unlocked
30- rethink message display in lower left corner 26- binding keys is too complicated in the general case => disucss
31- cairo/win32 looks like shit (premultiplied alpha bug?) 27- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
28- maybe support mb4/mb5 on selected widgets to facilitate scrolling
29 (inventory, spell list, messge log...) => marc
30- add lmb mouse = cast, mmb2 = invoke or so to spell list.
31- maybe open the help viewer on the first start, or a simple dialog that
32 initially lists keybidings for gcfclient converts.
33- binding window and editor layout broken for long recordings
34- minor: skill list which shows XP and lets u bind stuff
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit) 36 (after starting, press quit)
34- flopper/menu imrpovement: 37- mapmap (overview) - scroll visible area by clicking/dragging
35 * things that are menus should act more like menus 38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
39
40should be solved/investigated before 1.0 release:
41- spell list => scroll down => "Pickup" => scrollbar not updated
42- what happened to the dialog being shown when modifiera are pressed, showing
43 keybindings for this modifier?
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46- enter runmode when cursor-key repeats (maybe not?)
36- better focus management: put focus onto active windows, remove it again later 47- better focus management: put focus onto active windows, remove it again later
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 48 (mainly to speed up gui interaction when map isn't important).
38- enter runmode when cursor-key repeats (maybe not?) 49- cairo/win32 looks like shit (premultiplied alpha bug?)
39- mapmap (overview) - scroll visible area by clicking/dragging 50 (despite horrendous efforts, this is likely not fixable except by building a custom
40- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 51 libcairo for win32).
41- maybe move window managing functionality into toplevel 52 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
42- better window management (graphical feedback) 53- the binding editor should have a append-record mode or something like that
43- the player weight somehow updates strangely when dropping/picking up 54- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
44 55 and add column titles (also for other tables like inventory and bindings)
45low priority: 56- sliders do not change size after reconfigure.
57- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
58- investigate fill widget option.
59- win32, fow_tetxure sometimes nukes other textures
60 (mostly fixed, but still there: displays list and texture uploads do not go well together)
46- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 61- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
47- completer should know more about arguments, e.g. cast summon pet monster, 62- completer should know more about arguments, e.g. cast summon pet monster,
48 or that some commands do not take arguments ("drop all"). 63 or that some commands do not take arguments ("drop all").
49- textview should not snap to bottom on resize. 64- textview should not snap to bottom on resize.
50- alt+cursor == diagonal 65- alt+cursor == diagonal
51- look into extendedmapinfo 66- look into extendedmapinfo
52- save only dirty cached maps, and save dirty maps != current map 67- save only dirty cached maps, and save dirty maps != current map
53- inventory update must be incremental (too slow) (really? check)
54- try to synchronize local animation speed with server updates to save on screen refreshes. 68- try to synchronize local animation speed with server updates to save on screen refreshes.
55- player list from server for tell etc. commands 69- player list from server for tell etc. commands
56- examine etc., should use extendeddrawinfo or sth. similar 70- examine etc., should use extendeddrawinfo or sth. similar
57- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 71- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
58- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 72- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
92allocating id 73 106allocating id 73
93OK 107OK
94set_face 4784 => 73 108set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
96 110
111 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.
112 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 if (premultpliedTransparency)
116 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
117 else
118 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119 /*render the object here*/
120
121 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:
122 /*second pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1-a*/
127
128 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:
129 /*third pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(TRUE); /*enable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1*/
134
135

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