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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.56 by root, Wed May 17 20:21:27 2006 UTC vs.
Revision 1.185 by elmex, Sun Jul 2 16:25:19 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: online documentation for the client (rig up a podviewer with textview) 11- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
12- important: center and improve dialogs (create cFClient::UI::Dialog) 12 bind action stays open when closing theamcro recorder
13- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 13- IMPORTANT: discuss topmost menu, minor issues
14- IMPORTANT: inventory update must be incremental (too slow) (really? check)
15- IMPORTANT: user interface (window positions etc.) should be saved, but
16 b) widget layout is nontrivial as to not obscure map
17 c) need better way to center map then middle-button, maybe map overview
18 (but updates will be slow UPDATE updates are not at all slow).
19- IMPORTANT: animate faces in inventory etc.
20- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
21- IMPORTANT: verify and correct connection-dependent texture management
22 14
23should be solved/investitaged before release: 15should be solved/investitaged before BETA release:
16- floorbox should show currently open container
17- make simple inventory filters: most recently added/changed, normal, only unlocked
18- binding keys is too complicated in the general case => disucss
19- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
20- maybe support mb4/mb5 on selected widgets to facilitate scrolling
21 (inventory, spell list, messge log...) => marc
22- add lmb mouse = cast, mmb2 = invoke or so to spell list.
23- maybe open the help viewer on the first start, or a simple dialog that
24 initially lists keybidings for gcfclient converts.
25- binding window and editor layout broken for long recordings
26- minor: skill list which shows XP and lets u bind stuff
24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 27- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
25 (after starting, pressing login with connection refused, then close window) 28 (after starting, press quit)
26- flopper/menu imrpovement:
27 * things that are menus should act more like menus
28 * inmventory etc. should fade-in automatically when used
29- add menu itemds for inventory items: mark/inscribe etc.
30- remove wrap_mode hack from texture and make it a per-texture operation
31- enter runmode when cursor-key repeats
32- mapmap (overview) - scroll visible area by clicking/dragging 29- mapmap (overview) - scroll visible area by clicking/dragging
30- maybe move window managing functionality into toplevel: better window management (graphical feedback)
31
32should be solved/investigated before 1.0 release:
33- but fullscreen => minimize (alt-esc) => no way to go back [windows]
34- spell list => scroll down => "Pickup" => scrollbar not updated
35- what happened to the dialog being shown when modifiera are pressed, showing
36 keybindings for this modifier?
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
39- enter runmode when cursor-key repeats (maybe not?)
40- better focus management: put focus onto active windows, remove it again later
41 (mainly to speed up gui interaction when map isn't important).
42- cairo/win32 looks like shit (premultiplied alpha bug?)
43 (despite horrendous efforts, this is likely not fixable except by building a custom
44 libcairo for win32).
45 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
46- the binding editor should have a append-record mode or something like that
47- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
48 and add column titles (also for other tables like inventory and bindings)
49- sliders do not change size after reconfigure.
50- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
51- investigate fill widget option.
52- win32, fow_tetxure sometimes nukes other textures
53 (mostly fixed, but still there: displays list and texture uploads do not go well together)
54- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
55- completer should know more about arguments, e.g. cast summon pet monster,
56 or that some commands do not take arguments ("drop all").
57- textview should not snap to bottom on resize.
58- alt+cursor == diagonal
59- look into extendedmapinfo
33- save only dirty cached maps, and save dirty maps != current map 60- save only dirty cached maps, and save dirty maps != current map
34- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 61- try to synchronize local animation speed with server updates to save on screen refreshes.
35- maybe move window managing functionality into toplevel
36- better window management (feedback)
37- look into extendedmapinfo
38- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
39
40low priority:
41- player list from server for tell etc. commands 62- player list from server for tell etc. commands
42- examine etc., should use extendeddrawinfo or sth. similar 63- examine etc., should use extendeddrawinfo or sth. similar
43- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
44- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
45- performance: use texture collections for upstream server data instead if gobs 66- performance: use texture collections for upstream server data instead if gobs
78allocating id 73 99allocating id 73
79OK 100OK
80set_face 4784 => 73 101set_face 4784 => 73
81libpng warning: Ignoring gAMA chunk with gamma=0 102libpng warning: Ignoring gAMA chunk with gamma=0
82 103
104 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.
105 /*first pass*/
106 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 if (premultpliedTransparency)
109 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
110 else
111 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
112 /*render the object here*/
113
114 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:
115 /*second pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1-a*/
120
121 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:
122 /*third pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(TRUE); /*enable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1*/
127
128

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