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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 1.126 by root, Mon Jun 5 02:00:14 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: password-entry dialog (query!) not hidden, should be fixed
12- IMPORTANT: invite (and maybe others) _need_ to be documented 12 together with removing query dialog altogether.
13- IMPORTANT: message log window often loses contents after refreshes/res switches 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14 (m,aybe not, maybe after loging out and in again?)
15- IMPORTANT: toplevel geometry is not respected on moves.
16- IMPORTANT: statusbox update timer
17- IMPORTANT: statusbox tooltip must not go away on updates
18- IMPORTANT: history for completer (cursor-up) 14- IMPORTANT: history for completer (cursor-up)
19- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
20- IMPORTANT: stats window looks like shit initially (widget allocation?) 15- IMPORTANT: stats window looks like shit initially (widget allocation?)
21 16
22- binding window and editor layout broken for long recordings 17- binding window and editor layout broken for long recordings
23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 18- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
24- minor: skill list which shows XP and lets u bind stuff 19- minor: skill list which shows XP and lets u bind stuff
92allocating id 73 87allocating id 73
93OK 88OK
94set_face 4784 => 73 89set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 90libpng warning: Ignoring gAMA chunk with gamma=0
96 91
92 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.
93 /*first pass*/
94 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
95 glDepthMask(FALSE); /*disable Z buffer*/
96 if (premultpliedTransparency)
97 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
98 else
99 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
100 /*render the object here*/
101
102 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:
103 /*second pass*/
104 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
105 glDepthMask(FALSE); /*disable Z buffer*/
106 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
107 /*render the object with alpha replaced with 1-a*/
108
109 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:
110 /*third pass*/
111 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
112 glDepthMask(TRUE); /*enable Z buffer*/
113 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
114 /*render the object with alpha replaced with 1*/
115
116

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