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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.82 by root, Thu May 25 03:27:13 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: statusbox update timer 11- IMPORTANT: wreight doesn't get updated on taking something, only when dropping.
12- IMPORTANT: statusbox tooltip must not go away on updates 12- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
13- IMPORTANT: history for completer (cursor-up) 13 bind action stays open when closing theamcro recorder
14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 14- IMPORTANT: discuss topmost menu, minor issues
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
16 (mostly fixed, but still there: displays list and texture uploads do not go well together)
17- IMPORTANT: lose/regain mapping might clear messgae log
18 (maybe this happens when its being updated when the window isn't mapped => no
19 window context?)
20 (this might be fixed now, watch out for it)
21- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop.
22- IMPORTANT:_ map feedback... e.g. when clicking on it
23- IMPORTANT: user interface (window positions etc.) should be saved, but
24 b) widget layout is nontrivial as to not obscure map
25 c) need better way to center map then middle-button, maybe map overview
26 (but updates will be slow UPDATE updates are not at all slow).
27 15
28should be solved/investitaged before release: 16should be solved/investitaged before BETA release:
29- rethink message display in lower left corner 17- floorbox should show currently open container
30- auto-download of all faces from the server in the bg. 18- make simple inventory filters: most recently added/changed, normal, only unlocked
31- many sliders should have labels attached. 19- binding keys is too complicated in the general case => disucss
32- widgets need to know about their visibility. the inventory 20- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
33 completely redraws itself on every animation change, even when its not visible. 21- maybe support mb4/mb5 on selected widgets to facilitate scrolling
34- cairo/win32 looks like shit (premultiplied alpha bug?) 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
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit) 29 (after starting, press quit)
37- flopper/menu imrpovement:
38 * things that are menus should act more like menus
39 * inmventory etc. should fade-in automatically when used
40- add menu itemds for inventory items: mark/inscribe etc.
41- remove wrap_mode hack from texture and make it a per-texture operation
42- enter runmode when cursor-key repeats
43- mapmap (overview) - scroll visible area by clicking/dragging 30- mapmap (overview) - scroll visible area by clicking/dragging
44- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 31- maybe move window managing functionality into toplevel: better window management (graphical feedback)
45- maybe move window managing functionality into toplevel
46- better window management (graphical feedback)
47 32
48low priority: 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).
43- cairo/win32 looks like shit (premultiplied alpha bug?)
44 (despite horrendous efforts, this is likely not fixable except by building a custom
45 libcairo for win32).
46 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
47- the binding editor should have a append-record mode or something like that
48- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
49 and add column titles (also for other tables like inventory and bindings)
50- sliders do not change size after reconfigure.
51- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
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").
49- textview should not snap to bottom on resize. 58- textview should not snap to bottom on resize.
50- alt+2cursor == diagonal 59- alt+cursor == diagonal
51- look into extendedmapinfo 60- look into extendedmapinfo
52- save only dirty cached maps, and save dirty maps != current map 61- save only dirty cached maps, and save dirty maps != current map
53- inventory update must be incremental (too slow) (really? check)
54- try to synchronize local animation speed with server updates to save on screen refreshes. 62- try to synchronize local animation speed with server updates to save on screen refreshes.
55- player list from server for tell etc. commands 63- player list from server for tell etc. commands
56- examine etc., should use extendeddrawinfo or sth. similar 64- examine etc., should use extendeddrawinfo or sth. similar
57- 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.).
58- 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
92allocating id 73 100allocating id 73
93OK 101OK
94set_face 4784 => 73 102set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 103libpng warning: Ignoring gAMA chunk with gamma=0
96 104
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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