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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.121 by root, Sun Jun 4 01:14:02 2006 UTC vs.
Revision 1.182 by root, Wed Jun 28 23:39:14 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 also: message log window now visibly flickers, must be soem horrid bug 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) 16- IMPORTANT: running over or pickung up large stacks is etxremely slow
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 17 = it still takes "long", but is orders of magnitude faster
18- IMPORTANT: stats window looks like shit initially (widget allocation?) 18- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
19- IMPORTANT: texture reload not working on scaras machine (maybe now)
20 tetxure reload works. but fullscreen => minimize => no way to go back
21- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
22- IMPORTANT: discuss topmost menu, minor issues
2301:17 <Scara> ich habs grad nochmal getestet, es ist so das wenn ein item mit shift +
24 leftclick gedropped wird verbliebt ein bild davon im inventory, anders
25 wenn man mit dem befehl "drop *" etwas dropped verschwindet es aus dem
26 inventory, wird etwas mit middle click gegessen bleibt es auch im
27 inventory, auch wenn es eigendlich nicht dort ist
19 28
29
30should be solved/investitaged before BETA release:
31- floorbox should show currently open container
32- make simple inventory filters: most recently added/changed, normal, only unlocked
33- binding keys is too complicated in the general case => disucss
34- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling
36 (inventory, spell list, messge log...) => marc
37- add lmb mouse = cast, mmb2 = invoke or so to spell list.
38- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts.
20- binding window and editor layout broken for long recordings 40- 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 41- minor: skill list which shows XP and lets u bind stuff
42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
43 (after starting, press quit)
44- mapmap (overview) - scroll visible area by clicking/dragging
45- maybe move window managing functionality into toplevel: better window management (graphical feedback)
23 46
24should be solved/investitaged before release: 47should be solved/investigated before 1.0 release:
48- spell list => scroll down => "Pickup" => scrollbar not updated
49- what happened to the dialog being shown when modifiera are pressed, showing
50 keybindings for this modifier?
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
52- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
53- enter runmode when cursor-key repeats (maybe not?)
54- better focus management: put focus onto active windows, remove it again later
55 (mainly to speed up gui interaction when map isn't important).
56- cairo/win32 looks like shit (premultiplied alpha bug?)
57 (despite horrendous efforts, this is likely not fixable except by building a custom
58 libcairo for win32).
59 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
60- 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) 61- 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) 62 and add column titles (also for other tables like inventory and bindings)
27- log messages received and commands sent to ~/.crossfire/log.$ip 63- sliders do not change size after reconfigure.
28- the binding editor should have a append-record mode or something like that 64- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
29- rethink message display in lower left corner 65- 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 66- win32, fow_tetxure sometimes nukes other textures
44 (mostly fixed, but still there: displays list and texture uploads do not go well together) 67 (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. 68- 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, 69- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 70 or that some commands do not take arguments ("drop all").
90allocating id 73 113allocating id 73
91OK 114OK
92set_face 4784 => 73 115set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
94 117
118 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.
119 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency)
123 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
124 else
125 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
126 /*render the object here*/
127
128 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:
129 /*second pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1-a*/
134
135 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:
136 /*third pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(TRUE); /*enable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1*/
141
142

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