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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 1.130 by root, Mon Jun 5 05:31:13 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: vidmode change considered harmful
12- IMPORTANT: message log window often loses contents after refreshes/res switches 12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
13 (m,aybe not, maybe after loging out and in again?) 13 together with removing query dialog altogether.
14- IMPORTANT: toplevel geometry is not respected on moves. 14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
15- IMPORTANT: learning spells does not make them show up automatically in the completer?
16- IMPORTANT: statusbox update timer
17- IMPORTANT: statusbox tooltip must not go away on updates
18- IMPORTANT: history for completer (cursor-up) 15- IMPORTANT: history for completer (cursor-up)
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?)
22 16
17- message log/textview flickers on update.
23- binding window and editor layout broken for long recordings 18- binding window and editor layout broken for long recordings
24- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 19- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
20 (use popups, not buttons)
25- minor: skill list which shows XP and lets u bind stuff 21- minor: skill list which shows XP and lets u bind stuff
26 22
27should be solved/investitaged before release: 23should be solved/investitaged before release:
28- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 24- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
29 and add column titles (also for other tables like inventory and bindings) 25 and add column titles (also for other tables like inventory and bindings)
30- log messages received and commands sent to ~/.crossfire/log.$ip 26- log messages received and commands sent to ~/.crossfire/log.$ip
31- the binding editor should have a append-record mode or something like that 27- the binding editor should have a append-record mode or something like that
32- rethink message display in lower left corner
33- cairo/win32 looks like shit (premultiplied alpha bug?) 28- cairo/win32 looks like shit (premultiplied alpha bug?)
29 (despite horrendous efforts, this is likely not fixable except by building a custom
30 libcairo for win32).
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit) 32 (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 33- better focus management: put focus onto active windows, remove it again later
34 (mainly to speed up gui interaction when map isn't important).
39- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
40- enter runmode when cursor-key repeats (maybe not?) 36- enter runmode when cursor-key repeats (maybe not?)
41- mapmap (overview) - scroll visible area by clicking/dragging 37- 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 38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
43- maybe move window managing functionality into toplevel 39- maybe move window managing functionality into toplevel
44- better window management (graphical feedback) 40- better window management (graphical feedback)
45- the player weight somehow updates strangely when dropping/picking up 41- the player weight somehow updates strangely when dropping/picking up
46 42
47low priority: 43low priority:
44- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
45- investigate fill widget option.
48- win32, fow_tetxure sometimes nukes other textures 46- win32, fow_tetxure sometimes nukes other textures
49 (mostly fixed, but still there: displays list and texture uploads do not go well together) 47 (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. 48- 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, 49- completer should know more about arguments, e.g. cast summon pet monster,
52 or that some commands do not take arguments ("drop all"). 50 or that some commands do not take arguments ("drop all").
95allocating id 73 93allocating id 73
96OK 94OK
97set_face 4784 => 73 95set_face 4784 => 73
98libpng warning: Ignoring gAMA chunk with gamma=0 96libpng warning: Ignoring gAMA chunk with gamma=0
99 97
98 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.
99 /*first pass*/
100 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
101 glDepthMask(FALSE); /*disable Z buffer*/
102 if (premultpliedTransparency)
103 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
104 else
105 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
106 /*render the object here*/
107
108 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:
109 /*second pass*/
110 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
111 glDepthMask(FALSE); /*disable Z buffer*/
112 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
113 /*render the object with alpha replaced with 1-a*/
114
115 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:
116 /*third pass*/
117 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
118 glDepthMask(TRUE); /*enable Z buffer*/
119 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
120 /*render the object with alpha replaced with 1*/
121
122

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