--- deliantra/Deliantra-Client/TODO 2006/06/03 01:47:12 1.113 +++ deliantra/Deliantra-Client/TODO 2006/06/18 17:13:25 1.168 @@ -8,43 +8,50 @@ 12:17 <@schmorp> remind me of it 12:17 <@schmorp> qwhen i next bundle it -- IMPORTANT: invite (and maybe others) _need_ to be documented -- IMPORTANT: move most everything into Setup-dialog with subdialogs. -- IMPORTANT: save map shift in config. -- IMPORTANT: message log window often loses contents after refreshes/res switches - (m,aybe not, maybe after loging out and in again?) -- IMPORTANT: toplevel geometry is not respected on moves. -- IMPORTANT: learning spells does not make them show up automatically in the completer? -- IMPORTANT: statusbox update timer -- IMPORTANT: statusbox tooltip must not go away on updates -- IMPORTANT: history for completer (cursor-up) -- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. -- IMPORTANT:_ map feedback... e.g. when clicking on it -- IMPORTANT: stats window looks like shit initially (widget allocation?) - +- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour? + (or maybe even better: not have an Arm value anymore if its not used in the protocol?) +- IMPORTANT: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex) +- IMPORTANT: recording multiple macros results in only one macro recorded +- IMPORTANT: texture reload not working on scaras machine (maybe now) +- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls +- IMPORTANT: put keybindings and loginname and related info into $CFG->{profile}{default} so + we can add profiles *later*. + +should be solved/investitaged before BETA release: +- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) +- the binding dialog is sometimes behind all windows +- maybe support mb4/mb5 on selected widgets to facilitate scrolling + (inventory, spell list, messge log...) => marc +- add lmb mouse = cast, mmb2 = invoke or so to spell list. +- maybe open the help viewer on the first start, or a simple dialog that + initially lists keybidings for gcfclient converts. - binding window and editor layout broken for long recordings -- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction - minor: skill list which shows XP and lets u bind stuff - -should be solved/investitaged before release: -- log messages received and commands sent to ~/.crossfire/log.$ip -- the binding editor should have a append-record mode or something like that -- rethink message display in lower left corner -- cairo/win32 looks like shit (premultiplied alpha bug?) - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. (after starting, press quit) -- flopper/menu imrpovement: - * things that are menus should act more like menus -- better focus management: put focus onto active windows, remove it again later -- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. -- enter runmode when cursor-key repeats (maybe not?) - mapmap (overview) - scroll visible area by clicking/dragging -- 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 (graphical 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?) -low priority: +should be solved/investigated before 1.0 release: +- what happened to the dialog being shown when modifiera are pressed, showing + keybindings for this modifier? +- 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. @@ -54,7 +61,6 @@ - alt+cursor == diagonal - look into extendedmapinfo - save only dirty cached maps, and save dirty maps != current map -- inventory update must be incremental (too slow) (really? check) - 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 @@ -98,3 +104,28 @@ 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*/ + +