--- deliantra/Deliantra-Client/TODO 2006/05/19 19:11:59 1.65 +++ deliantra/Deliantra-Client/TODO 2006/06/05 22:41:53 1.141 @@ -8,48 +8,65 @@ 12:17 <@schmorp> remind me of it 12:17 <@schmorp> qwhen i next bundle it -- IMPORTANT: quit-button, somewhere! -- IMPORTANT: lose/regain mapping might clear messgae log - (maybe this happens when its being updated when the window isn't mapped => no - window context?) -- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. -- IMPORTANT:_ map feedback... e.g. when clicking on it -- IMPORTANT: online documentation for the client (rig up a podviewer with textview) -- IMPORTANT: '.' in map should repeat last command -- important: center and improve dialogs (create cFClient::UI::Dialog) -- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so -- IMPORTANT: inventory update must be incremental (too slow) (really? check) -- IMPORTANT: user interface (window positions etc.) should be saved, but - b) widget layout is nontrivial as to not obscure map - c) need better way to center map then middle-button, maybe map overview - (but updates will be slow UPDATE updates are not at all slow). -- IMPORTANT: animate faces in inventory etc. -- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. -- IMPORTANT: verify and correct connection-dependent texture management -- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise -- IMPORTANT: message log slider goes too far down. -- IMPORTANT: focus mapwidget on login -- IMPORTANT: font reconfigure works very badly. - -should be solved/investitaged before release: -- cairo/win32 looks like shit (premultiplied alpha bug?) +- IMPORTANT: pickup ratio not settable? +- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed + together with removing query dialog altogether. +- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. +- IMPORTANT: history for completer (cursor-up) +- IMPORTANT: bind keys using the completer +- IMPORTANT: map-clicking is still off-by-one randomly + +should be solved/investitaged before BETA release: +- add lmb mouse = cast, mmb2 = invoke or so to spell list. +- maybe open the help viewer on the first start, or a simple dialog that + initially lists keybidings for gcfclient converts. +- add a "serve rinfo" setup page that tells you what the server supports + and more importantly what it does not support. +- put metaserver list into scrolled viewport, move Use button to back, + add tooltips, close together with setup dialog or even notebook page + becoming invisible. +- message log/textview flickers on update. +- binding window and editor layout broken for long recordings +- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction + (use popups, not buttons) +- minor: skill list which shows XP and lets u bind stuff +- adding another notebook page "Debug" that sets debnugging flags might or + might not help tracking down bugs in the field? +- log messages received and commands sent to ~/.crossfire/log.$ip - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. - (after starting, pressing login with connection refused, then close window) -- flopper/menu imrpovement: - * things that are menus should act more like menus - * inmventory etc. should fade-in automatically when used -- add menu itemds for inventory items: mark/inscribe etc. -- remove wrap_mode hack from texture and make it a per-texture operation -- enter runmode when cursor-key repeats + (after starting, press quit) - mapmap (overview) - scroll visible area by clicking/dragging -- save only dirty cached maps, and save dirty maps != current map -- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges -- maybe move window managing functionality into toplevel -- better window management (feedback) +- maybe move window managing functionality into toplevel: better window management (graphical feedback) +- the player weight somehow updates strangely when dropping/picking up + (update: is this still the case?) + +should be solved/investigated before 1.0 release: +- slider e.g. in setup/Spells is not updated when becoming visible +- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. +- split up gauges into: head, body and foot, so that contents begin in the interior of gauges +- enter runmode when cursor-key repeats (maybe not?) +- better focus management: put focus onto active windows, remove it again later + (mainly to speed up gui interaction when map isn't important). +- cairo/win32 looks like shit (premultiplied alpha bug?) + (despite horrendous efforts, this is likely not fixable except by building a custom + libcairo for win32). + (update: disabled antialiasing, this looks bad, but much better than antialiasing) +- the binding editor should have a append-record mode or something like that +- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) + and add column titles (also for other tables like inventory and bindings) +- sliders do not change size after reconfigure. +- use more graphical frames/separators to make dialogs more eye-pleasing/clean. +- investigate fill widget option. +- win32, fow_tetxure sometimes nukes other textures + (mostly fixed, but still there: displays list and texture uploads do not go well together) +- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. +- completer should know more about arguments, e.g. cast summon pet monster, + or that some commands do not take arguments ("drop all"). +- textview should not snap to bottom on resize. +- alt+cursor == diagonal - look into extendedmapinfo -- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) - -low priority: +- save only dirty cached maps, and save dirty maps != current map +- try to synchronize local animation speed with server updates to save on screen refreshes. - player list from server for tell etc. commands - examine etc., should use extendeddrawinfo or sth. similar - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). @@ -92,3 +109,28 @@ set_face 4784 => 73 libpng warning: Ignoring gAMA chunk with gamma=0 + 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. + /*first pass*/ + glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ + glDepthMask(FALSE); /*disable Z buffer*/ + if (premultpliedTransparency) + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + else + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + /*render the object here*/ + + 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: + /*second pass*/ + glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ + glDepthMask(FALSE); /*disable Z buffer*/ + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); + /*render the object with alpha replaced with 1-a*/ + + 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: + /*third pass*/ + glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ + glDepthMask(TRUE); /*enable Z buffer*/ + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); + /*render the object with alpha replaced with 1*/ + +