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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.94 by root, Sun May 28 22:24:23 2006 UTC vs.
Revision 1.188 by root, Mon Jul 3 00:39:30 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: user_x/user_y for layout setting 11- IMPORTANT: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579.
12- IMPORTANT: learning spells does not make them show up automatically in the completer? 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- IMPORTANT: statusbox update timer 13- skill page in playerbook
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:_ map feedback... e.g. when clicking on it 19- minor: skill list which shows XP and lets u bind stuff
20- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
21 b) widget layout is nontrivial as to not obscure map
22 c) need better way to center map then middle-button, maybe map overview
23 (but updates will be slow UPDATE updates are not at all slow).
24
25should be solved/investitaged before release:
26- rethink message display in lower left corner
27- the inventory
28 completely redraws itself on every animation change, even when its not visible.
29- cairo/win32 looks like shit (premultiplied alpha bug?)
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 20- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit) 21 (after starting, press quit)
32- flopper/menu imrpovement: 22- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
33 * things that are menus should act more like menus 23- show stat changes in statusbox
34 * inmventory etc. should fade-in automatically when used 24
35- add menu itemds for inventory items: mark/inscribe etc. 25should be solved/investigated before 1.0 release:
36- remove wrap_mode hack from texture and make it a per-texture operation
37- enter runmode when cursor-key repeats
38- mapmap (overview) - scroll visible area by clicking/dragging 26- mapmap (overview) - scroll visible area by clicking/dragging
39- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 27- binding window and editor layout broken for long recordings
40- maybe move window managing functionality into toplevel 28- maybe open the help viewer on the first start, or a simple dialog that
41- better window management (graphical feedback) 29 initially lists keybidings for gcfclient converts.
42- the player weight somehow updates strangely when dropping/picking up 30- maybe support mb4/mb5 on selected widgets to facilitate scrolling
31 (inventory, spell list, messge log...) => marc
32- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
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.
43 38
44low priority: 39post-1.0:
40- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
41 affect neighbouring visible pixels (border bleeding).
42- examine etc., should use extendeddrawinfo or sth. similar
43- player list from server for tell etc. commands
44- save only dirty cached maps, and save dirty maps != current map
45- look into extendedmapinfo
45- completer should know more about arguments, e.g. cast summon pet monster, 46- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all"). 47 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize. 48- sliders do not change size after reconfigure.
48- alt+cursor == diagonal 49- enter runmode when cursor-key repeats (maybe not?)
49- look into extendedmapinfo 50- cairo/win32 looks like shit (premultiplied alpha bug?)
50- save only dirty cached maps, and save dirty maps != current map 51 (despite horrendous efforts, this is likely not fixable except by building a custom
51- inventory update must be incremental (too slow) (really? check) 52 libcairo for win32).
52- try to synchronize local animation speed with server updates to save on screen refreshes. 53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
53- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
56- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
57- performance: use texture collections for upstream server data instead if gobs 55- performance: use texture collections for upstream server data instead if gobs
58 of small textures. 56 of small textures.
59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
60 affect neighbouring visible pixels (border bleeding).
61- pango fontsize measure and decrease to achieve real pixel height
62 57
63TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
64- palyer peaceful setting should be independen of game peaceful setting 59- palyer peaceful setting should be independen of game peaceful setting
65 (i.e. one should be able to become hostile against guards but still 60 (i.e. one should be able to become hostile against guards but still
66 be peaceful - the palyer peaceful would be toggled by priests and shown 61 be peaceful - the palyer peaceful would be toggled by priests and shown
90allocating id 73 85allocating id 73
91OK 86OK
92set_face 4784 => 73 87set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 88libpng warning: Ignoring gAMA chunk with gamma=0
94 89
90 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.
91 /*first pass*/
92 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
93 glDepthMask(FALSE); /*disable Z buffer*/
94 if (premultpliedTransparency)
95 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
96 else
97 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
98 /*render the object here*/
99
100 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:
101 /*second pass*/
102 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
103 glDepthMask(FALSE); /*disable Z buffer*/
104 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
105 /*render the object with alpha replaced with 1-a*/
106
107 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:
108 /*third pass*/
109 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
110 glDepthMask(TRUE); /*enable Z buffer*/
111 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
112 /*render the object with alpha replaced with 1*/
113
114

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