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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.64 by root, Fri May 19 03:49:47 2006 UTC vs.
Revision 1.184 by root, Sun Jul 2 13:57:57 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: lose/regain mapping might clear messgae log 11- IMPORTANT: wreight doesn't get updated on taking something, only when dropping.
12 (maybe this happens when its being updated when the window isn't mapped => no 12- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
13 window context?) 13 bind action stays open when closing theamcro recorder
14- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 14- IMPORTANT: discuss topmost menu, minor issues
15- IMPORTANT:_ map feedback... e.g. when clicking on it
16- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
17- IMPORTANT: '.' in map should repeat last command
18- important: center and improve dialogs (create cFClient::UI::Dialog)
19- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so
20- IMPORTANT: inventory update must be incremental (too slow) (really? check)
21- IMPORTANT: user interface (window positions etc.) should be saved, but
22 b) widget layout is nontrivial as to not obscure map
23 c) need better way to center map then middle-button, maybe map overview
24 (but updates will be slow UPDATE updates are not at all slow).
25- IMPORTANT: animate faces in inventory etc.
26- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
27- IMPORTANT: verify and correct connection-dependent texture management
28- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
29- IMPORTANT: message log slider goes too far down.
30- IMPORTANT: focus mapwidget on login
31- IMPORTANT: font reconfigure works very badly.
32 15
33should be solved/investitaged before release: 16should be solved/investitaged before BETA release:
17- floorbox should show currently open container
18- make simple inventory filters: most recently added/changed, normal, only unlocked
19- binding keys is too complicated in the general case => disucss
20- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
21- maybe support mb4/mb5 on selected widgets to facilitate scrolling
22 (inventory, spell list, messge log...) => marc
23- add lmb mouse = cast, mmb2 = invoke or so to spell list.
24- maybe open the help viewer on the first start, or a simple dialog that
25 initially lists keybidings for gcfclient converts.
26- binding window and editor layout broken for long recordings
27- minor: skill list which shows XP and lets u bind stuff
28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 (after starting, press quit)
30- mapmap (overview) - scroll visible area by clicking/dragging
31- maybe move window managing functionality into toplevel: better window management (graphical feedback)
32
33should be solved/investigated before 1.0 release:
34- but fullscreen => minimize (alt-esc) => no way to go back [windows]
35- spell list => scroll down => "Pickup" => scrollbar not updated
36- what happened to the dialog being shown when modifiera are pressed, showing
37 keybindings for this modifier?
38- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
40- enter runmode when cursor-key repeats (maybe not?)
41- better focus management: put focus onto active windows, remove it again later
42 (mainly to speed up gui interaction when map isn't important).
34- cairo/win32 looks like shit (premultiplied alpha bug?) 43- cairo/win32 looks like shit (premultiplied alpha bug?)
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 44 (despite horrendous efforts, this is likely not fixable except by building a custom
36 (after starting, pressing login with connection refused, then close window) 45 libcairo for win32).
37- flopper/menu imrpovement: 46 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
38 * things that are menus should act more like menus 47- the binding editor should have a append-record mode or something like that
39 * inmventory etc. should fade-in automatically when used 48- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
40- add menu itemds for inventory items: mark/inscribe etc. 49 and add column titles (also for other tables like inventory and bindings)
41- remove wrap_mode hack from texture and make it a per-texture operation 50- sliders do not change size after reconfigure.
42- enter runmode when cursor-key repeats 51- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
43- mapmap (overview) - scroll visible area by clicking/dragging 52- investigate fill widget option.
53- win32, fow_tetxure sometimes nukes other textures
54 (mostly fixed, but still there: displays list and texture uploads do not go well together)
55- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
56- completer should know more about arguments, e.g. cast summon pet monster,
57 or that some commands do not take arguments ("drop all").
58- textview should not snap to bottom on resize.
59- alt+cursor == diagonal
60- look into extendedmapinfo
44- save only dirty cached maps, and save dirty maps != current map 61- save only dirty cached maps, and save dirty maps != current map
45- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 62- try to synchronize local animation speed with server updates to save on screen refreshes.
46- maybe move window managing functionality into toplevel
47- better window management (feedback)
48- look into extendedmapinfo
49- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
50
51low priority:
52- player list from server for tell etc. commands 63- player list from server for tell etc. commands
53- examine etc., should use extendeddrawinfo or sth. similar 64- examine etc., should use extendeddrawinfo or sth. similar
54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 65- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 66- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
56- performance: use texture collections for upstream server data instead if gobs 67- performance: use texture collections for upstream server data instead if gobs
89allocating id 73 100allocating id 73
90OK 101OK
91set_face 4784 => 73 102set_face 4784 => 73
92libpng warning: Ignoring gAMA chunk with gamma=0 103libpng warning: Ignoring gAMA chunk with gamma=0
93 104
105 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.
106 /*first pass*/
107 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
108 glDepthMask(FALSE); /*disable Z buffer*/
109 if (premultpliedTransparency)
110 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
111 else
112 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
113 /*render the object here*/
114
115 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:
116 /*second pass*/
117 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
118 glDepthMask(FALSE); /*disable Z buffer*/
119 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
120 /*render the object with alpha replaced with 1-a*/
121
122 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:
123 /*third pass*/
124 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
125 glDepthMask(TRUE); /*enable Z buffer*/
126 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
127 /*render the object with alpha replaced with 1*/
128
129

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