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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.52 by root, Wed May 17 10:08:07 2006 UTC vs.
Revision 1.131 by root, Mon Jun 5 05:33:18 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: inventory update must be incremental (too slow) (really? check) 11- IMPORTANT; persistent podache
12- IMPORTANT: user interface (window positions etc.) should be saved, but 12- IMPORTANT: vidmode change considered harmful
13 b) widget layout is nontrivial as to not obscure map 13- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
14 c) need better way to center map then middle-button, maybe map overview 14 together with removing query dialog altogether.
15 (but updates will be slow UPDATE updates are not at all slow). 15- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
16- IMPORTANT: animate faces in inventory etc. 16- IMPORTANT: history for completer (cursor-up)
17- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 17
18- IMPORTANT: verify and correct connection-dependent texture management 18- message log/textview flickers on update.
19- binding window and editor layout broken for long recordings
20- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
21 (use popups, not buttons)
22- minor: skill list which shows XP and lets u bind stuff
19 23
20should be solved/investitaged before release: 24should be solved/investitaged before release:
25- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
26 and add column titles (also for other tables like inventory and bindings)
27- log messages received and commands sent to ~/.crossfire/log.$ip
28- the binding editor should have a append-record mode or something like that
29- cairo/win32 looks like shit (premultiplied alpha bug?)
30 (despite horrendous efforts, this is likely not fixable except by building a custom
31 libcairo for win32).
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing login with connection refused, then close window) 33 (after starting, press quit)
23- remove wrap_mode hack from texture and make it a per-texture operation 34- better focus management: put focus onto active windows, remove it again later
35 (mainly to speed up gui interaction when map isn't important).
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
24- enter runmode when cursor-key repeats 37- enter runmode when cursor-key repeats (maybe not?)
25- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
26- save only dirty cached maps, and save dirty maps != current map
27- elmex: 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
28- maybe move window managing functionality into toplevel 40- maybe move window managing functionality into toplevel
29- better window management (feedback) 41- better window management (graphical feedback)
30- look into extendedmapinfo 42- the player weight somehow updates strangely when dropping/picking up
31- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
32 43
33low priority: 44low priority:
45- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
46- investigate fill widget option.
47- win32, fow_tetxure sometimes nukes other textures
48 (mostly fixed, but still there: displays list and texture uploads do not go well together)
49- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
50- completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all").
52- textview should not snap to bottom on resize.
53- alt+cursor == diagonal
54- look into extendedmapinfo
55- save only dirty cached maps, and save dirty maps != current map
56- try to synchronize local animation speed with server updates to save on screen refreshes.
34- player list from server for tell etc. commands 57- player list from server for tell etc. commands
35- examine etc., should use extendeddrawinfo or sth. similar 58- examine etc., should use extendeddrawinfo or sth. similar
36- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
37- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
38- performance: use texture collections for upstream server data instead if gobs 61- performance: use texture collections for upstream server data instead if gobs
71allocating id 73 94allocating id 73
72OK 95OK
73set_face 4784 => 73 96set_face 4784 => 73
74libpng warning: Ignoring gAMA chunk with gamma=0 97libpng warning: Ignoring gAMA chunk with gamma=0
75 98
99 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.
100 /*first pass*/
101 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
102 glDepthMask(FALSE); /*disable Z buffer*/
103 if (premultpliedTransparency)
104 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
105 else
106 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
107 /*render the object here*/
108
109 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:
110 /*second pass*/
111 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/
113 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
114 /*render the object with alpha replaced with 1-a*/
115
116 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:
117 /*third pass*/
118 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
119 glDepthMask(TRUE); /*enable Z buffer*/
120 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
121 /*render the object with alpha replaced with 1*/
122
123

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