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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.118 by root, Sat Jun 3 23:47:46 2006 UTC vs.
Revision 1.132 by root, Mon Jun 5 21:10:03 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: login host widget not updated correctly. 11- IMPORTANT; persistent podache
12- IMPORTANT: invite (and maybe others) _need_ to be documented 12- IMPORTANT: vidmode change considered harmful
13- IMPORTANT: message log window often loses contents after refreshes/res switches 13- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
14 (m,aybe not, maybe after loging out and in again?) 14 together with removing query dialog altogether.
15- IMPORTANT: toplevel geometry is not respected on moves. 15- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
16- IMPORTANT: statusbox update timer
17- IMPORTANT: statusbox tooltip must not go away on updates
18- IMPORTANT: history for completer (cursor-up) 16- IMPORTANT: history for completer (cursor-up)
19- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 17- IMPORTANT: bind keys using the completer
20- IMPORTANT: stats window looks like shit initially (widget allocation?)
21 18
19- message log/textview flickers on update.
22- binding window and editor layout broken for long recordings 20- binding window and editor layout broken for long recordings
23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 21- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
22 (use popups, not buttons)
24- minor: skill list which shows XP and lets u bind stuff 23- minor: skill list which shows XP and lets u bind stuff
25 24
26should be solved/investitaged before release: 25should be solved/investitaged before release:
27- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 26- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
28 and add column titles (also for other tables like inventory and bindings) 27 and add column titles (also for other tables like inventory and bindings)
29- log messages received and commands sent to ~/.crossfire/log.$ip 28- log messages received and commands sent to ~/.crossfire/log.$ip
30- the binding editor should have a append-record mode or something like that 29- the binding editor should have a append-record mode or something like that
31- rethink message display in lower left corner
32- cairo/win32 looks like shit (premultiplied alpha bug?) 30- cairo/win32 looks like shit (premultiplied alpha bug?)
31 (despite horrendous efforts, this is likely not fixable except by building a custom
32 libcairo for win32).
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit) 34 (after starting, press quit)
35- 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
36 (mainly to speed up gui interaction when map isn't important).
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
37- enter runmode when cursor-key repeats (maybe not?) 38- enter runmode when cursor-key repeats (maybe not?)
38- mapmap (overview) - scroll visible area by clicking/dragging 39- mapmap (overview) - scroll visible area by clicking/dragging
39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 40- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
40- maybe move window managing functionality into toplevel 41- maybe move window managing functionality into toplevel
41- better window management (graphical feedback) 42- better window management (graphical feedback)
42- the player weight somehow updates strangely when dropping/picking up 43- the player weight somehow updates strangely when dropping/picking up
43 44
44low priority: 45low priority:
46- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
47- investigate fill widget option.
45- win32, fow_tetxure sometimes nukes other textures 48- win32, fow_tetxure sometimes nukes other textures
46 (mostly fixed, but still there: displays list and texture uploads do not go well together) 49 (mostly fixed, but still there: displays list and texture uploads do not go well together)
47- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 50- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
48- completer should know more about arguments, e.g. cast summon pet monster, 51- completer should know more about arguments, e.g. cast summon pet monster,
49 or that some commands do not take arguments ("drop all"). 52 or that some commands do not take arguments ("drop all").
92allocating id 73 95allocating id 73
93OK 96OK
94set_face 4784 => 73 97set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 98libpng warning: Ignoring gAMA chunk with gamma=0
96 99
100 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.
101 /*first pass*/
102 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
103 glDepthMask(FALSE); /*disable Z buffer*/
104 if (premultpliedTransparency)
105 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
106 else
107 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
108 /*render the object here*/
109
110 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:
111 /*second pass*/
112 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
113 glDepthMask(FALSE); /*disable Z buffer*/
114 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
115 /*render the object with alpha replaced with 1-a*/
116
117 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:
118 /*third pass*/
119 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
120 glDepthMask(TRUE); /*enable Z buffer*/
121 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
122 /*render the object with alpha replaced with 1*/
123
124

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