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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.116 by root, Sat Jun 3 21:59:55 2006 UTC vs.
Revision 1.123 by root, Mon Jun 5 00:17:47 2006 UTC

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: invite (and maybe others) _need_ to be documented 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12 together with removing query dialog altogether.
12- IMPORTANT: message log window often loses contents after refreshes/res switches 13- IMPORTANT: message log window often loses contents after refreshes/res switches
13 (m,aybe not, maybe after loging out and in again?) 14 (m,aybe not, maybe after loging out and in again?)
14- IMPORTANT: toplevel geometry is not respected on moves. 15 also: message log window now visibly flickers, must be soem horrid bug
15- IMPORTANT: learning spells does not make them show up automatically in the completer?
16- IMPORTANT: statusbox update timer 16- IMPORTANT: statusbox update timer
17- IMPORTANT: statusbox tooltip must not go away on updates 17- IMPORTANT: statusbox tooltip must not go away on updates
18- IMPORTANT: history for completer (cursor-up) 18- IMPORTANT: history for completer (cursor-up)
19- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 19- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
20- IMPORTANT:_ map feedback... e.g. when clicking on it
21- IMPORTANT: stats window looks like shit initially (widget allocation?) 20- IMPORTANT: stats window looks like shit initially (widget allocation?)
22 21
23- binding window and editor layout broken for long recordings 22- binding window and editor layout broken for long recordings
24- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
25- minor: skill list which shows XP and lets u bind stuff 24- minor: skill list which shows XP and lets u bind stuff
31- the binding editor should have a append-record mode or something like that 30- the binding editor should have a append-record mode or something like that
32- rethink message display in lower left corner 31- rethink message display in lower left corner
33- cairo/win32 looks like shit (premultiplied alpha bug?) 32- cairo/win32 looks like shit (premultiplied alpha bug?)
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit) 34 (after starting, press quit)
36- flopper/menu imrpovement:
37 * things that are menus should act more like menus
38- better focus management: put focus onto active windows, remove it again later 35- better focus management: put focus onto active windows, remove it again later
39- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
40- enter runmode when cursor-key repeats (maybe not?) 37- enter runmode when cursor-key repeats (maybe not?)
41- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
42- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
95allocating id 73 92allocating id 73
96OK 93OK
97set_face 4784 => 73 94set_face 4784 => 73
98libpng warning: Ignoring gAMA chunk with gamma=0 95libpng warning: Ignoring gAMA chunk with gamma=0
99 96
97 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.
98 /*first pass*/
99 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
100 glDepthMask(FALSE); /*disable Z buffer*/
101 if (premultpliedTransparency)
102 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
103 else
104 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
105 /*render the object here*/
106
107 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:
108 /*second pass*/
109 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
110 glDepthMask(FALSE); /*disable Z buffer*/
111 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
112 /*render the object with alpha replaced with 1-a*/
113
114 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:
115 /*third pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(TRUE); /*enable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1*/
120
121

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