ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.119 by root, Sun Jun 4 00:16:11 2006 UTC vs.
Revision 1.175 by root, Mon Jun 26 21:59:03 2006 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
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- IPORTANT³: server crashes
12 (m,aybe not, maybe after loging out and in again?) 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13- IMPORTANT: toplevel geometry is not respected on moves. 13...
14- IMPORTANT: statusbox update timer 14..
15- IMPORTANT: statusbox tooltip must not go away on updates 15many dangers, great rew<
16- IMPORTANT: history for completer (cursor-up)
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
18- IMPORTANT: stats window looks like shit initially (widget allocation?)
19 16
17
18- IMPORTANT²: if the metaserver dialog is open while save confgi was used, the client
19 crashe son every startup.
20- IMPORTANT: running over or pickung up large stacks is etxremely slow.
21- IMPORTANT: bind to key should always be verbose (DONE)
22 (elmex: what is meant by 'verbose' ?)
23 (^ whats being bound to a key, see other, similar, menu entries?)
24- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
25 (documenting as found: the binding window is behind other windows, since it forcefully grabs focus,
26 - it should always be topmost (z => 1000 or so)
27- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
28 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
29- IMPORTANT: texture reload not working on scaras machine (maybe now)
30- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
31- IMPORTANT: discuss topmost menu, minor issues
32
33should be solved/investitaged before BETA release:
34- binding keys is too complicated in the general case => disucss
35- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
36- the binding dialog is sometimes behind all windows
37- maybe support mb4/mb5 on selected widgets to facilitate scrolling
38 (inventory, spell list, messge log...) => marc
39- add lmb mouse = cast, mmb2 = invoke or so to spell list.
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
20- binding window and editor layout broken for long recordings 42- binding window and editor layout broken for long recordings
21- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
22- minor: skill list which shows XP and lets u bind stuff 43- minor: skill list which shows XP and lets u bind stuff
44- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
45 (after starting, press quit)
46- mapmap (overview) - scroll visible area by clicking/dragging
47- maybe move window managing functionality into toplevel: better window management (graphical feedback)
48- the player weight somehow updates strangely when dropping/picking up
49 (update: is this still the case?)
23 50
24should be solved/investitaged before release: 51should be solved/investigated before 1.0 release:
52- spell list => scroll down => "Pickup" => scrollbar not updated
53- what happened to the dialog being shown when modifiera are pressed, showing
54 keybindings for this modifier?
55- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
56- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
57- enter runmode when cursor-key repeats (maybe not?)
58- better focus management: put focus onto active windows, remove it again later
59 (mainly to speed up gui interaction when map isn't important).
60- cairo/win32 looks like shit (premultiplied alpha bug?)
61 (despite horrendous efforts, this is likely not fixable except by building a custom
62 libcairo for win32).
63 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
64- the binding editor should have a append-record mode or something like that
25- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 65- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
26 and add column titles (also for other tables like inventory and bindings) 66 and add column titles (also for other tables like inventory and bindings)
27- log messages received and commands sent to ~/.crossfire/log.$ip 67- sliders do not change size after reconfigure.
28- the binding editor should have a append-record mode or something like that 68- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
29- rethink message display in lower left corner 69- investigate fill widget option.
30- cairo/win32 looks like shit (premultiplied alpha bug?)
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit)
33- better focus management: put focus onto active windows, remove it again later
34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
35- enter runmode when cursor-key repeats (maybe not?)
36- mapmap (overview) - scroll visible area by clicking/dragging
37- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
38- maybe move window managing functionality into toplevel
39- better window management (graphical feedback)
40- the player weight somehow updates strangely when dropping/picking up
41
42low priority:
43- win32, fow_tetxure sometimes nukes other textures 70- win32, fow_tetxure sometimes nukes other textures
44 (mostly fixed, but still there: displays list and texture uploads do not go well together) 71 (mostly fixed, but still there: displays list and texture uploads do not go well together)
45- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 72- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
46- completer should know more about arguments, e.g. cast summon pet monster, 73- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 74 or that some commands do not take arguments ("drop all").
90allocating id 73 117allocating id 73
91OK 118OK
92set_face 4784 => 73 119set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 120libpng warning: Ignoring gAMA chunk with gamma=0
94 121
122 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.
123 /*first pass*/
124 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 if (premultpliedTransparency)
127 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
128 else
129 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
130 /*render the object here*/
131
132 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:
133 /*second pass*/
134 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
135 glDepthMask(FALSE); /*disable Z buffer*/
136 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
137 /*render the object with alpha replaced with 1-a*/
138
139 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:
140 /*third pass*/
141 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
142 glDepthMask(TRUE); /*enable Z buffer*/
143 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
144 /*render the object with alpha replaced with 1*/
145
146

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines