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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.110 by elmex, Fri Jun 2 16:27:27 2006 UTC vs.
Revision 1.179 by root, Wed Jun 28 17:15:33 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: save map shift in config. 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: bind to key should always be verbose (DONE)
18- IMPORTANT: statusbox tooltip must not go away on updates 18 (elmex: what is meant by 'verbose' ?)
19- IMPORTANT: history for completer (cursor-up) 19 (^ whats being bound to a key, see other, similar, menu entries?)
20- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 20- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
21- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 21- IMPORTANT: texture reload not working on scaras machine (maybe now)
22 (mostly fixed, but still there: displays list and texture uploads do not go well together) 22- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
23- IMPORTANT:_ map feedback... e.g. when clicking on it 23- IMPORTANT: discuss topmost menu, minor issues
24- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
25 (remaining things to do: testing, seems not to work reliably?)
26 24
25should be solved/investitaged before BETA release:
26- make simple inventory filters: most recently added/changed, normal, only unlocked
27- binding keys is too complicated in the general case => disucss
28- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
29- maybe support mb4/mb5 on selected widgets to facilitate scrolling
30 (inventory, spell list, messge log...) => marc
31- add lmb mouse = cast, mmb2 = invoke or so to spell list.
32- maybe open the help viewer on the first start, or a simple dialog that
33 initially lists keybidings for gcfclient converts.
27- binding window and editor layout broken for long recordings 34- binding window and editor layout broken for long recordings
28- sorted spell dialog
29- minor: skill list which shows XP and lets u bind stuff 35- minor: skill list which shows XP and lets u bind stuff
30
31should be solved/investitaged before release:
32- log messages received and commands sent to ~/.crossfire/log.$ip
33- the binding editor should have a append-record mode or something like that
34- rethink message display in lower left corner
35- cairo/win32 looks like shit (premultiplied alpha bug?)
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, press quit) 37 (after starting, press quit)
38- flopper/menu imrpovement: 38- mapmap (overview) - scroll visible area by clicking/dragging
39 * things that are menus should act more like menus 39- maybe move window managing functionality into toplevel: better window management (graphical feedback)
40
41should be solved/investigated before 1.0 release:
42- spell list => scroll down => "Pickup" => scrollbar not updated
43- what happened to the dialog being shown when modifiera are pressed, showing
44 keybindings for this modifier?
45- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
46- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
47- enter runmode when cursor-key repeats (maybe not?)
40- better focus management: put focus onto active windows, remove it again later 48- better focus management: put focus onto active windows, remove it again later
41- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 49 (mainly to speed up gui interaction when map isn't important).
42- enter runmode when cursor-key repeats (maybe not?) 50- cairo/win32 looks like shit (premultiplied alpha bug?)
43- mapmap (overview) - scroll visible area by clicking/dragging 51 (despite horrendous efforts, this is likely not fixable except by building a custom
44- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 52 libcairo for win32).
45- maybe move window managing functionality into toplevel 53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
46- better window management (graphical feedback) 54- the binding editor should have a append-record mode or something like that
47- the player weight somehow updates strangely when dropping/picking up 55- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
48 56 and add column titles (also for other tables like inventory and bindings)
49low priority: 57- sliders do not change size after reconfigure.
58- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
59- investigate fill widget option.
60- win32, fow_tetxure sometimes nukes other textures
61 (mostly fixed, but still there: displays list and texture uploads do not go well together)
50- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 62- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
51- completer should know more about arguments, e.g. cast summon pet monster, 63- completer should know more about arguments, e.g. cast summon pet monster,
52 or that some commands do not take arguments ("drop all"). 64 or that some commands do not take arguments ("drop all").
53- textview should not snap to bottom on resize. 65- textview should not snap to bottom on resize.
54- alt+cursor == diagonal 66- alt+cursor == diagonal
55- look into extendedmapinfo 67- look into extendedmapinfo
56- save only dirty cached maps, and save dirty maps != current map 68- save only dirty cached maps, and save dirty maps != current map
57- inventory update must be incremental (too slow) (really? check)
58- try to synchronize local animation speed with server updates to save on screen refreshes. 69- try to synchronize local animation speed with server updates to save on screen refreshes.
59- player list from server for tell etc. commands 70- player list from server for tell etc. commands
60- examine etc., should use extendeddrawinfo or sth. similar 71- examine etc., should use extendeddrawinfo or sth. similar
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 72- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
62- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 73- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
96allocating id 73 107allocating id 73
97OK 108OK
98set_face 4784 => 73 109set_face 4784 => 73
99libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
100 111
112 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.
113 /*first pass*/
114 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 if (premultpliedTransparency)
117 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
118 else
119 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
120 /*render the object here*/
121
122 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:
123 /*second pass*/
124 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
127 /*render the object with alpha replaced with 1-a*/
128
129 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:
130 /*third pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(TRUE); /*enable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1*/
135
136

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