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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.76 by root, Wed May 24 03:55:08 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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 11- IPORTANT³: server crashes
12 (maybe also for floorbox) 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 13...
14- IMPORTANT: lose/regain mapping might clear messgae log 14..
15 (maybe this happens when its being updated when the window isn't mapped => no 15many dangers, great rew<
16 window context?) 16- IMPORTANT: running over or pickung up large stacks is etxremely slow.
17 (this might be fixed now, watch out for it) 17- IMPORTANT: bind to key should always be verbose (DONE)
18- IMPORTANT:_ map feedback... e.g. when clicking on it 18 (elmex: what is meant by 'verbose' ?)
19- IMPORTANT: ' and " and / should go into compketer :) 19 (^ whats being bound to a key, see other, similar, menu entries?)
20- IMPORTANT: '.' in map should repeat last command 20- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
21- IMPORTANT: user interface (window positions etc.) should be saved, but 21- IMPORTANT: texture reload not working on scaras machine (maybe now)
22 b) widget layout is nontrivial as to not obscure map 22- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
23 c) need better way to center map then middle-button, maybe map overview 23- IMPORTANT: discuss topmost menu, minor issues
24 (but updates will be slow UPDATE updates are not at all slow).
25- IMPORTANT: focus mapwidget on login
26- IMPORTANT: font reconfigure works very badly.
27 24
28should be solved/investitaged before release: 25should be solved/investitaged before BETA release:
29- auto-download of all faces from the server in the bg. 26- binding keys is too complicated in the general case => disucss
30- many sliders should have labels attached. 27- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
31- widgets need to know about their visibility. the inventory 28- maybe support mb4/mb5 on selected widgets to facilitate scrolling
32 completely redraws itself on every animation change, even when its not visible. 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.
33- binding window and editor layout broken for long recordings
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)
39
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).
33- cairo/win32 looks like shit (premultiplied alpha bug?) 49- cairo/win32 looks like shit (premultiplied alpha bug?)
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 50 (despite horrendous efforts, this is likely not fixable except by building a custom
35 (after starting, pressing login with connection refused, then close window) 51 libcairo for win32).
36- flopper/menu imrpovement: 52 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
37 * things that are menus should act more like menus 53- the binding editor should have a append-record mode or something like that
38 * inmventory etc. should fade-in automatically when used 54- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
39- add menu itemds for inventory items: mark/inscribe etc. 55 and add column titles (also for other tables like inventory and bindings)
40- remove wrap_mode hack from texture and make it a per-texture operation 56- sliders do not change size after reconfigure.
41- enter runmode when cursor-key repeats 57- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
42- mapmap (overview) - scroll visible area by clicking/dragging 58- investigate fill widget option.
43- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 59- win32, fow_tetxure sometimes nukes other textures
44- maybe move window managing functionality into toplevel 60 (mostly fixed, but still there: displays list and texture uploads do not go well together)
45- better window management (graphical feedback) 61- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
46 62- completer should know more about arguments, e.g. cast summon pet monster,
47low priority: 63 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 64- textview should not snap to bottom on resize.
49- alt+2cursor == diagonal 65- alt+cursor == diagonal
50- look into extendedmapinfo 66- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map 67- save only dirty cached maps, and save dirty maps != current map
52- inventory update must be incremental (too slow) (really? check)
53- try to synchronize local animation speed with server updates to save on screen refreshes. 68- try to synchronize local animation speed with server updates to save on screen refreshes.
54- player list from server for tell etc. commands 69- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar 70- examine etc., should use extendeddrawinfo or sth. similar
56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 71- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
57- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 72- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
91allocating id 73 106allocating id 73
92OK 107OK
93set_face 4784 => 73 108set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
95 110
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

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