--- deliantra/Deliantra-Client/TODO 2006/05/30 14:35:08 1.98 +++ deliantra/Deliantra-Client/TODO 2006/06/20 08:49:39 1.172 @@ -8,49 +8,58 @@ 12:17 <@schmorp> remind me of it 12:17 <@schmorp> qwhen i next bundle it -- IMPORTANT: toplevel geometry is not respected on moves. -- IMPORTANT: user_x/user_y for layout setting -- 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: win32, fow_tetxure sometimes nukes other textures - (mostly fixed, but still there: displays list and texture uploads do not go well together) -- IMPORTANT:_ map feedback... e.g. when clicking on it -- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) - 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: When spellbooks are read they dont disappear from inventory window (eg. from a bag) - -should be solved/investitaged before release: -- rethink message display in lower left corner -- the inventory - completely redraws itself on every animation change, even when its not visible. -- cairo/win32 looks like shit (premultiplied alpha bug?) +- IMPORTANT: bind to ke yin complete has no effetc (and should be verbose) +- 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 + +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 +- minor: skill list which shows XP and lets u bind stuff - 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 - * 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 - mapmap (overview) - scroll visible area by clicking/dragging -- 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 (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. - 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 - 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 @@ -94,3 +103,28 @@ 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*/ + +