--- deliantra/Deliantra-Client/TODO 2006/06/03 21:59:55 1.116 +++ deliantra/Deliantra-Client/TODO 2006/06/05 05:33:18 1.131 @@ -8,20 +8,17 @@ 12:17 <@schmorp> remind me of it 12:17 <@schmorp> qwhen i next bundle it -- IMPORTANT: invite (and maybe others) _need_ to be documented -- 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? -- IMPORTANT: statusbox update timer -- IMPORTANT: statusbox tooltip must not go away on updates -- IMPORTANT: history for completer (cursor-up) +- IMPORTANT; persistent podache +- IMPORTANT: vidmode change considered harmful +- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed + together with removing query dialog altogether. - 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?) +- IMPORTANT: history for completer (cursor-up) +- message log/textview flickers on update. - binding window and editor layout broken for long recordings - sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction + (use popups, not buttons) - minor: skill list which shows XP and lets u bind stuff should be solved/investitaged before release: @@ -29,13 +26,13 @@ and add column titles (also for other tables like inventory and bindings) - log messages received and commands sent to ~/.crossfire/log.$ip - the binding editor should have a append-record mode or something like that -- rethink message display in lower left corner - cairo/win32 looks like shit (premultiplied alpha bug?) + (despite horrendous efforts, this is likely not fixable except by building a custom + libcairo for win32). - 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 + (mainly to speed up gui interaction when map isn't important). - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. - enter runmode when cursor-key repeats (maybe not?) - mapmap (overview) - scroll visible area by clicking/dragging @@ -45,6 +42,8 @@ - the player weight somehow updates strangely when dropping/picking up low priority: +- use more graphical frames/separators to make dialogs more eye-pleasing/clean. +- investigate fill widget option. - win32, fow_tetxure sometimes nukes other textures (mostly fixed, but still there: displays list and texture uploads do not go well together) - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. @@ -97,3 +96,28 @@ 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*/ + +