--- deliantra/Deliantra-Client/TODO 2006/06/03 02:32:34 1.115 +++ deliantra/Deliantra-Client/TODO 2006/06/04 23:05:05 1.122 @@ -8,19 +8,13 @@ 12:17 <@schmorp> remind me of it 12:17 <@schmorp> qwhen i next bundle it -- IMPORTANT: put setup subwindows into a scrolled viewport (and rmeove sorlling from spell list). -- IMPORTANT: invite (and maybe others) _need_ to be documented -- IMPORTANT: move most everything into Setup-dialog with subdialogs. -- IMPORTANT: save map shift in config. - IMPORTANT: message log window often loses contents after refreshes/res switches (m,aybe not, maybe after loging out and in again?) -- IMPORTANT: toplevel geometry is not respected on moves. -- IMPORTANT: learning spells does not make them show up automatically in the completer? + also: message log window now visibly flickers, must be soem horrid bug - IMPORTANT: statusbox update timer - IMPORTANT: statusbox tooltip must not go away on updates - IMPORTANT: history for completer (cursor-up) - IMPORTANT: toggle stats/messgae log window to visible while character creation is active. -- IMPORTANT:_ map feedback... e.g. when clicking on it - IMPORTANT: stats window looks like shit initially (widget allocation?) - binding window and editor layout broken for long recordings @@ -36,8 +30,6 @@ - cairo/win32 looks like shit (premultiplied alpha bug?) - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. (after starting, press quit) -- flopper/menu imrpovement: - * things that are menus should act more like menus - better focus management: put focus onto active windows, remove it again later - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. - enter runmode when cursor-key repeats (maybe not?) @@ -57,7 +49,6 @@ - alt+cursor == diagonal - look into extendedmapinfo - save only dirty cached maps, and save dirty maps != current map -- inventory update must be incremental (too slow) (really? check) - try to synchronize local animation speed with server updates to save on screen refreshes. - player list from server for tell etc. commands - examine etc., should use extendeddrawinfo or sth. similar @@ -101,3 +92,28 @@ set_face 4784 => 73 libpng warning: Ignoring gAMA chunk with gamma=0 + 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. + /*first pass*/ + glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ + glDepthMask(FALSE); /*disable Z buffer*/ + if (premultpliedTransparency) + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + else + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + /*render the object here*/ + + 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: + /*second pass*/ + glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ + glDepthMask(FALSE); /*disable Z buffer*/ + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); + /*render the object with alpha replaced with 1-a*/ + + 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: + /*third pass*/ + glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ + glDepthMask(TRUE); /*enable Z buffer*/ + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); + /*render the object with alpha replaced with 1*/ + +