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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.119 by root, Sun Jun 4 00:16:11 2006 UTC vs.
Revision 1.135 by root, Mon Jun 5 21:23:59 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: message log window often loses contents after refreshes/res switches 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12 (m,aybe not, maybe after loging out and in again?) 12 together with removing query dialog altogether.
13- IMPORTANT: toplevel geometry is not respected on moves. 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14- IMPORTANT: statusbox update timer
15- IMPORTANT: statusbox tooltip must not go away on updates
16- IMPORTANT: history for completer (cursor-up) 14- IMPORTANT: history for completer (cursor-up)
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 15- IMPORTANT: bind keys using the completer
18- IMPORTANT: stats window looks like shit initially (widget allocation?)
19 16
17should be solved/investitaged before BETA release:
18- message log/textview flickers on update.
20- binding window and editor layout broken for long recordings 19- binding window and editor layout broken for long recordings
21- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 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 22- minor: skill list which shows XP and lets u bind stuff
23- adding another notebook page "Debug" that sets debnugging flags might or
24 might not help tracking down bugs in the field?
25- log messages received and commands sent to ~/.crossfire/log.$ip
26- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
27 (after starting, press quit)
28- mapmap (overview) - scroll visible area by clicking/dragging
29- maybe move window managing functionality into toplevel: better window management (graphical feedback)
30- the player weight somehow updates strangely when dropping/picking up
31 (update: is this still the case?)
23 32
24should be solved/investitaged before release: 33should be solved/investigated before 1.0 release:
34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
35- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
36- enter runmode when cursor-key repeats (maybe not?)
37- better focus management: put focus onto active windows, remove it again later
38 (mainly to speed up gui interaction when map isn't important).
39- cairo/win32 looks like shit (premultiplied alpha bug?)
40 (despite horrendous efforts, this is likely not fixable except by building a custom
41 libcairo for win32).
42 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
43- the binding editor should have a append-record mode or something like that
25- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 44- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
26 and add column titles (also for other tables like inventory and bindings) 45 and add column titles (also for other tables like inventory and bindings)
27- log messages received and commands sent to ~/.crossfire/log.$ip 46- sliders do not change size after reconfigure.
28- the binding editor should have a append-record mode or something like that 47- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
29- rethink message display in lower left corner 48- investigate fill widget option.
30- cairo/win32 looks like shit (premultiplied alpha bug?)
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit)
33- better focus management: put focus onto active windows, remove it again later
34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
35- enter runmode when cursor-key repeats (maybe not?)
36- mapmap (overview) - scroll visible area by clicking/dragging
37- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
38- maybe move window managing functionality into toplevel
39- better window management (graphical feedback)
40- the player weight somehow updates strangely when dropping/picking up
41
42low priority:
43- win32, fow_tetxure sometimes nukes other textures 49- win32, fow_tetxure sometimes nukes other textures
44 (mostly fixed, but still there: displays list and texture uploads do not go well together) 50 (mostly fixed, but still there: displays list and texture uploads do not go well together)
45- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 51- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
46- completer should know more about arguments, e.g. cast summon pet monster, 52- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 53 or that some commands do not take arguments ("drop all").
90allocating id 73 96allocating id 73
91OK 97OK
92set_face 4784 => 73 98set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 99libpng warning: Ignoring gAMA chunk with gamma=0
94 100
101 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.
102 /*first pass*/
103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/
105 if (premultpliedTransparency)
106 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
107 else
108 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
109 /*render the object here*/
110
111 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:
112 /*second pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1-a*/
117
118 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:
119 /*third pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(TRUE); /*enable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1*/
124
125

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