--- deliantra/Deliantra-Client/TODO 2006/06/04 01:14:02 1.121 +++ deliantra/Deliantra-Client/TODO 2006/06/28 23:39:14 1.182 @@ -1,6 +1,6 @@ http://www.vionline.com/sound.html http://www.stonewashed.net/2.html - + http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 12:17 <@schmorp> i do list all libs manually for pclient @@ -8,38 +8,61 @@ 12:17 <@schmorp> remind me of it 12:17 <@schmorp> qwhen i next bundle it -- IMPORTANT: message log window often loses contents after refreshes/res switches - (m,aybe not, maybe after loging out and in again?) - also: message log window now visibly flickers, must be soem horrid bug -- 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: stats window looks like shit initially (widget allocation?) - +- IPORTANT³: server crashes +>In the ruins of Narcopin lies the tomb of Aljwaf. +... +.. +many dangers, great rew< +- IMPORTANT: running over or pickung up large stacks is etxremely slow + = it still takes "long", but is orders of magnitude faster +- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?) +- IMPORTANT: texture reload not working on scaras machine (maybe now) + tetxure reload works. but fullscreen => minimize => no way to go back +- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls +- IMPORTANT: discuss topmost menu, minor issues +01:17 ich habs grad nochmal getestet, es ist so das wenn ein item mit shift + + leftclick gedropped wird verbliebt ein bild davon im inventory, anders + wenn man mit dem befehl "drop *" etwas dropped verschwindet es aus dem + inventory, wird etwas mit middle click gegessen bleibt es auch im + inventory, auch wenn es eigendlich nicht dort ist + + +should be solved/investitaged before BETA release: +- floorbox should show currently open container +- make simple inventory filters: most recently added/changed, normal, only unlocked +- binding keys is too complicated in the general case => disucss +- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) +- 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 -- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction - minor: skill list which shows XP and lets u bind stuff - -should be solved/investitaged before release: -- 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) -- log messages received and commands sent to ~/.crossfire/log.$ip -- the binding editor should have a append-record mode or something like that -- rethink message display in lower left corner -- cairo/win32 looks like shit (premultiplied alpha bug?) - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. (after starting, press quit) -- better focus management: put focus onto active windows, remove it again later -- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. -- enter runmode when cursor-key repeats (maybe not?) - mapmap (overview) - scroll visible area by clicking/dragging -- 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) -- the player weight somehow updates strangely when dropping/picking up +- maybe move window managing functionality into toplevel: better window management (graphical feedback) -low priority: +should be solved/investigated before 1.0 release: +- spell list => scroll down => "Pickup" => scrollbar not updated +- 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. @@ -92,3 +115,28 @@ 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*/ + +