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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.120 by root, Sun Jun 4 00:21:51 2006 UTC vs.
Revision 1.158 by elmex, Tue Jun 13 11:01:54 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: message log window often loses contents after refreshes/res switches 11- IMPORTANT: recording multiple macros results in only one macro recorded
12 (m,aybe not, maybe after loging out and in again?) 12- IMPORTANT: texture reload not working on scaras machine
13- IMPORTANT: statusbox update timer 13- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
14- IMPORTANT: statusbox tooltip must not go away on updates 14- IMPORTANT: gauge size adjustment wreaks havoc
15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
17- IMPORTANT: stats window looks like shit initially (widget allocation?)
18 15
16should be solved/investitaged before BETA release:
17- the binding dialog is sometimes behind all windows
18- maybe support mb4/mb5 on selected widgets to facilitate scrolling
19 (inventory, spell list, messge log...) => marc
20- add lmb mouse = cast, mmb2 = invoke or so to spell list.
21- maybe open the help viewer on the first start, or a simple dialog that
22 initially lists keybidings for gcfclient converts.
19- binding window and editor layout broken for long recordings 23- binding window and editor layout broken for long recordings
20- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
21- minor: skill list which shows XP and lets u bind stuff 24- minor: skill list which shows XP and lets u bind stuff
25- log messages received and commands sent to ~/.crossfire/log.$ip
26- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
27 (after starting, press quit)
28- mapmap (overview) - scroll visible area by clicking/dragging
29- maybe move window managing functionality into toplevel: better window management (graphical feedback)
30- the player weight somehow updates strangely when dropping/picking up
31 (update: is this still the case?)
22 32
23should be solved/investitaged before release: 33should be solved/investigated before 1.0 release:
34- what happened to the dialog being shown when modifiera are pressed, showing
35 keybindings for this modifier?
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
37- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
38- enter runmode when cursor-key repeats (maybe not?)
39- better focus management: put focus onto active windows, remove it again later
40 (mainly to speed up gui interaction when map isn't important).
41- cairo/win32 looks like shit (premultiplied alpha bug?)
42 (despite horrendous efforts, this is likely not fixable except by building a custom
43 libcairo for win32).
44 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
45- the binding editor should have a append-record mode or something like that
24- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 46- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
25 and add column titles (also for other tables like inventory and bindings) 47 and add column titles (also for other tables like inventory and bindings)
26- log messages received and commands sent to ~/.crossfire/log.$ip 48- sliders do not change size after reconfigure.
27- the binding editor should have a append-record mode or something like that 49- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
28- rethink message display in lower left corner 50- investigate fill widget option.
29- cairo/win32 looks like shit (premultiplied alpha bug?)
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit)
32- better focus management: put focus onto active windows, remove it again later
33- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
34- enter runmode when cursor-key repeats (maybe not?)
35- mapmap (overview) - scroll visible area by clicking/dragging
36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
37- maybe move window managing functionality into toplevel
38- better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
40
41low priority:
42- win32, fow_tetxure sometimes nukes other textures 51- win32, fow_tetxure sometimes nukes other textures
43 (mostly fixed, but still there: displays list and texture uploads do not go well together) 52 (mostly fixed, but still there: displays list and texture uploads do not go well together)
44- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 53- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
45- completer should know more about arguments, e.g. cast summon pet monster, 54- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all"). 55 or that some commands do not take arguments ("drop all").
89allocating id 73 98allocating id 73
90OK 99OK
91set_face 4784 => 73 100set_face 4784 => 73
92libpng warning: Ignoring gAMA chunk with gamma=0 101libpng warning: Ignoring gAMA chunk with gamma=0
93 102
103 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.
104 /*first pass*/
105 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
106 glDepthMask(FALSE); /*disable Z buffer*/
107 if (premultpliedTransparency)
108 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
109 else
110 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
111 /*render the object here*/
112
113 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:
114 /*second pass*/
115 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
116 glDepthMask(FALSE); /*disable Z buffer*/
117 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
118 /*render the object with alpha replaced with 1-a*/
119
120 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:
121 /*third pass*/
122 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
123 glDepthMask(TRUE); /*enable Z buffer*/
124 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
125 /*render the object with alpha replaced with 1*/
126
127

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