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 1.118 by root, Sat Jun 3 23:47:46 2006 UTC vs.
Revision 1.178 by elmex, Wed Jun 28 10:37:17 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: login host widget not updated correctly. 11- IPORTANT³: server crashes
12- IMPORTANT: invite (and maybe others) _need_ to be documented 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13- IMPORTANT: message log window often loses contents after refreshes/res switches 13...
14 (m,aybe not, maybe after loging out and in again?) 14..
15- IMPORTANT: toplevel geometry is not respected on moves. 15many dangers, great rew<
16- IMPORTANT: statusbox update timer 16- IMPORTANT: running over or pickung up large stacks is etxremely slow.
17- IMPORTANT: statusbox tooltip must not go away on updates 17- IMPORTANT: bind to key should always be verbose (DONE)
18- IMPORTANT: history for completer (cursor-up) 18 (elmex: what is meant by 'verbose' ?)
19- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 19 (^ whats being bound to a key, see other, similar, menu entries?)
20- IMPORTANT: stats window looks like shit initially (widget allocation?) 20- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
21- IMPORTANT: texture reload not working on scaras machine (maybe now)
22- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
23- IMPORTANT: discuss topmost menu, minor issues
21 24
25should be solved/investitaged before BETA release:
26- binding keys is too complicated in the general case => disucss
27- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
28- maybe support mb4/mb5 on selected widgets to facilitate scrolling
29 (inventory, spell list, messge log...) => marc
30- add lmb mouse = cast, mmb2 = invoke or so to spell list.
31- maybe open the help viewer on the first start, or a simple dialog that
32 initially lists keybidings for gcfclient converts.
22- binding window and editor layout broken for long recordings 33- binding window and editor layout broken for long recordings
23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
24- minor: skill list which shows XP and lets u bind stuff 34- minor: skill list which shows XP and lets u bind stuff
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit)
37- mapmap (overview) - scroll visible area by clicking/dragging
38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
25 39
26should be solved/investitaged before release: 40should be solved/investigated before 1.0 release:
41- spell list => scroll down => "Pickup" => scrollbar not updated
42- what happened to the dialog being shown when modifiera are pressed, showing
43 keybindings for this modifier?
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46- enter runmode when cursor-key repeats (maybe not?)
47- better focus management: put focus onto active windows, remove it again later
48 (mainly to speed up gui interaction when map isn't important).
49- cairo/win32 looks like shit (premultiplied alpha bug?)
50 (despite horrendous efforts, this is likely not fixable except by building a custom
51 libcairo for win32).
52 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
53- the binding editor should have a append-record mode or something like that
27- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 54- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
28 and add column titles (also for other tables like inventory and bindings) 55 and add column titles (also for other tables like inventory and bindings)
29- log messages received and commands sent to ~/.crossfire/log.$ip 56- sliders do not change size after reconfigure.
30- the binding editor should have a append-record mode or something like that 57- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
31- rethink message display in lower left corner 58- investigate fill widget option.
32- cairo/win32 looks like shit (premultiplied alpha bug?)
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit)
35- better focus management: put focus onto active windows, remove it again later
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
37- enter runmode when cursor-key repeats (maybe not?)
38- mapmap (overview) - scroll visible area by clicking/dragging
39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
40- maybe move window managing functionality into toplevel
41- better window management (graphical feedback)
42- the player weight somehow updates strangely when dropping/picking up
43
44low priority:
45- win32, fow_tetxure sometimes nukes other textures 59- win32, fow_tetxure sometimes nukes other textures
46 (mostly fixed, but still there: displays list and texture uploads do not go well together) 60 (mostly fixed, but still there: displays list and texture uploads do not go well together)
47- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 61- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
48- completer should know more about arguments, e.g. cast summon pet monster, 62- completer should know more about arguments, e.g. cast summon pet monster,
49 or that some commands do not take arguments ("drop all"). 63 or that some commands do not take arguments ("drop all").
92allocating id 73 106allocating id 73
93OK 107OK
94set_face 4784 => 73 108set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
96 110
111 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.
112 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 if (premultpliedTransparency)
116 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
117 else
118 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119 /*render the object here*/
120
121 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:
122 /*second pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1-a*/
127
128 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:
129 /*third pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(TRUE); /*enable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1*/
134
135

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines