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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.117 by root, Sat Jun 3 22:20:51 2006 UTC vs.
Revision 1.136 by root, Mon Jun 5 21:43:54 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: invite (and maybe others) _need_ to be documented 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12- IMPORTANT: message log window often loses contents after refreshes/res switches 12 together with removing query dialog altogether.
13 (m,aybe not, maybe after loging out and in again?) 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14- IMPORTANT: toplevel geometry is not respected on moves.
15- IMPORTANT: statusbox update timer
16- IMPORTANT: statusbox tooltip must not go away on updates
17- IMPORTANT: history for completer (cursor-up) 14- IMPORTANT: history for completer (cursor-up)
18- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 15- IMPORTANT: bind keys using the completer
19- IMPORTANT:_ map feedback... e.g. when clicking on it
20- IMPORTANT: stats window looks like shit initially (widget allocation?)
21 16
17should be solved/investitaged before BETA release:
18- put metaserver list into scrolled viewport, move Use button to back,
19 add tooltips, close together with setup dialog or even notebook page
20 becoming invisible.
21- message log/textview flickers on update.
22- binding window and editor layout broken for long recordings 22- binding window and editor layout broken for long recordings
23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
24 (use popups, not buttons)
24- minor: skill list which shows XP and lets u bind stuff 25- minor: skill list which shows XP and lets u bind stuff
26- adding another notebook page "Debug" that sets debnugging flags might or
27 might not help tracking down bugs in the field?
28- log messages received and commands sent to ~/.crossfire/log.$ip
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, press quit)
31- mapmap (overview) - scroll visible area by clicking/dragging
32- maybe move window managing functionality into toplevel: better window management (graphical feedback)
33- the player weight somehow updates strangely when dropping/picking up
34 (update: is this still the case?)
25 35
26should be solved/investitaged before release: 36should be solved/investigated before 1.0 release:
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
39- enter runmode when cursor-key repeats (maybe not?)
40- better focus management: put focus onto active windows, remove it again later
41 (mainly to speed up gui interaction when map isn't important).
42- cairo/win32 looks like shit (premultiplied alpha bug?)
43 (despite horrendous efforts, this is likely not fixable except by building a custom
44 libcairo for win32).
45 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
46- the binding editor should have a append-record mode or something like that
27- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 47- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
28 and add column titles (also for other tables like inventory and bindings) 48 and add column titles (also for other tables like inventory and bindings)
29- log messages received and commands sent to ~/.crossfire/log.$ip 49- sliders do not change size after reconfigure.
30- the binding editor should have a append-record mode or something like that 50- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
31- rethink message display in lower left corner 51- investigate fill widget option.
32- cairo/win32 looks like shit (premultiplied alpha bug?)
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit)
35- flopper/menu imrpovement:
36 * things that are menus should act more like menus
37- better focus management: put focus onto active windows, remove it again later
38- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
39- enter runmode when cursor-key repeats (maybe not?)
40- mapmap (overview) - scroll visible area by clicking/dragging
41- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
42- maybe move window managing functionality into toplevel
43- better window management (graphical feedback)
44- the player weight somehow updates strangely when dropping/picking up
45
46low priority:
47- win32, fow_tetxure sometimes nukes other textures 52- win32, fow_tetxure sometimes nukes other textures
48 (mostly fixed, but still there: displays list and texture uploads do not go well together) 53 (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. 54- 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, 55- completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all"). 56 or that some commands do not take arguments ("drop all").
94allocating id 73 99allocating id 73
95OK 100OK
96set_face 4784 => 73 101set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0 102libpng warning: Ignoring gAMA chunk with gamma=0
98 103
104 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.
105 /*first pass*/
106 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 if (premultpliedTransparency)
109 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
110 else
111 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
112 /*render the object here*/
113
114 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:
115 /*second pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1-a*/
120
121 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:
122 /*third pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(TRUE); /*enable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1*/
127
128

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