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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.83 by root, Thu May 25 03:39:56 2006 UTC vs.
Revision 1.186 by root, Sun Jul 2 18:52:04 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: widget resizing works badly (sometiems not, like fountain 11- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
12 in inventory view, or inventory view tables or statusbox entries...) 12 bind action stays open when closing theamcro recorder
13- IMPORTANT: statusbox update timer 13- IMPORTANT: discuss topmost menu, minor issues
14- IMPORTANT: statusbox tooltip must not go away on updates 14- enable autopickup/disable in right-click menĂ¼ for map
15- IMPORTANT: history for completer (cursor-up) 15- help window close button
16- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 16- floorbox should show currently open container
17- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 17- make simple inventory filters: most recently added/changed, normal, only unlocked
18 (mostly fixed, but still there: displays list and texture uploads do not go well together) 18- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
19- IMPORTANT: lose/regain mapping might clear messgae log 19- minor: skill list which shows XP and lets u bind stuff
20 (maybe this happens when its being updated when the window isn't mapped => no
21 window context?)
22 (this might be fixed now, watch out for it)
23- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop.
24- IMPORTANT:_ map feedback... e.g. when clicking on it
25- IMPORTANT: user interface (window positions etc.) should be saved, but
26 b) widget layout is nontrivial as to not obscure map
27 c) need better way to center map then middle-button, maybe map overview
28 (but updates will be slow UPDATE updates are not at all slow).
29
30should be solved/investitaged before release:
31- rethink message display in lower left corner
32- auto-download of all faces from the server in the bg.
33- many sliders should have labels attached.
34- widgets need to know about their visibility. the inventory
35 completely redraws itself on every animation change, even when its not visible.
36- cairo/win32 looks like shit (premultiplied alpha bug?)
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 20- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, press quit) 21 (after starting, press quit)
39- flopper/menu imrpovement: 22- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
40 * things that are menus should act more like menus 23
41 * inmventory etc. should fade-in automatically when used 24should be solved/investigated before 1.0 release:
42- add menu itemds for inventory items: mark/inscribe etc.
43- remove wrap_mode hack from texture and make it a per-texture operation
44- enter runmode when cursor-key repeats
45- mapmap (overview) - scroll visible area by clicking/dragging 25- mapmap (overview) - scroll visible area by clicking/dragging
46- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 26- binding window and editor layout broken for long recordings
47- maybe move window managing functionality into toplevel 27- maybe open the help viewer on the first start, or a simple dialog that
48- better window management (graphical feedback) 28 initially lists keybidings for gcfclient converts.
29- maybe support mb4/mb5 on selected widgets to facilitate scrolling
30 (inventory, spell list, messge log...) => marc
31- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
32- but fullscreen => minimize (alt-esc) => no way to go back [windows]
33- spell list => scroll down => "Pickup" => scrollbar not updated
34- what happened to the dialog being shown when modifiera are pressed, showing
35 keybindings for this modifier?
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
49 37
50low priority: 38post-1.0:
51- textview should not snap to bottom on resize. 39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
52- alt+2cursor == diagonal 40 affect neighbouring visible pixels (border bleeding).
41- examine etc., should use extendeddrawinfo or sth. similar
42- player list from server for tell etc. commands
43- save only dirty cached maps, and save dirty maps != current map
53- look into extendedmapinfo 44- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map 45- completer should know more about arguments, e.g. cast summon pet monster,
55- inventory update must be incremental (too slow) (really? check) 46 or that some commands do not take arguments ("drop all").
56- try to synchronize local animation speed with server updates to save on screen refreshes. 47- sliders do not change size after reconfigure.
57- player list from server for tell etc. commands 48- enter runmode when cursor-key repeats (maybe not?)
58- examine etc., should use extendeddrawinfo or sth. similar 49- cairo/win32 looks like shit (premultiplied alpha bug?)
50 (despite horrendous efforts, this is likely not fixable except by building a custom
51 libcairo for win32).
52 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
61- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
62 of small textures. 55 of small textures.
63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
64 affect neighbouring visible pixels (border bleeding).
65- pango fontsize measure and decrease to achieve real pixel height
66 56
67TEMPORARY SERVER TODO: 57TEMPORARY SERVER TODO:
68- palyer peaceful setting should be independen of game peaceful setting 58- palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still 59 (i.e. one should be able to become hostile against guards but still
70 be peaceful - the palyer peaceful would be toggled by priests and shown 60 be peaceful - the palyer peaceful would be toggled by priests and shown
94allocating id 73 84allocating id 73
95OK 85OK
96set_face 4784 => 73 86set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0 87libpng warning: Ignoring gAMA chunk with gamma=0
98 88
89 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.
90 /*first pass*/
91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
92 glDepthMask(FALSE); /*disable Z buffer*/
93 if (premultpliedTransparency)
94 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
95 else
96 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
97 /*render the object here*/
98
99 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:
100 /*second pass*/
101 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
102 glDepthMask(FALSE); /*disable Z buffer*/
103 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
104 /*render the object with alpha replaced with 1-a*/
105
106 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:
107 /*third pass*/
108 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
109 glDepthMask(TRUE); /*enable Z buffer*/
110 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
111 /*render the object with alpha replaced with 1*/
112
113

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