--- deliantra/Deliantra-Client/TODO 2006/05/30 07:13:08 1.96 +++ deliantra/Deliantra-Client/TODO 2006/07/05 03:01:01 1.200 @@ -1,6 +1,6 @@ http://www.vionline.com/sound.html http://www.stonewashed.net/2.html - + http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 12:17 <@schmorp> i do list all libs manually for pclient @@ -8,61 +8,74 @@ 12:17 <@schmorp> remind me of it 12:17 <@schmorp> qwhen i next bundle it -- IMPORTANT: toplevel geometry is not respected on moves. -- IMPORTANT: user_x/user_y for layout setting -- IMPORTANT: learning spells does not make them show up automatically in the completer? -- IMPORTANT: statusbox update timer -- IMPORTANT: statusbox tooltip must not go away on updates -- IMPORTANT: history for completer (cursor-up) -- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. -- IMPORTANT: win32, fow_tetxure sometimes nukes other textures - (mostly fixed, but still there: displays list and texture uploads do not go well together) -- IMPORTANT:_ map feedback... e.g. when clicking on it -- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) - b) widget layout is nontrivial as to not obscure map - c) need better way to center map then middle-button, maybe map overview - (but updates will be slow UPDATE updates are not at all slow). - -should be solved/investitaged before release: -- make action recorder to an editor of bindings (edit binding, and record/change actions) -- rethink message display in lower left corner -- the inventory - completely redraws itself on every animation change, even when its not visible. -- cairo/win32 looks like shit (premultiplied alpha bug?) +- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) + => either using bg attribute, or something else. neither way is currently implementable, imho + => or maybe using an extra icon for curses/magic items?) + maybe drag&drop, otherwise two containers side-by-side makes little sense. + show player weight/max weight in inventory + offer common options such as use_skill sense xxx etc. in inventory via menu? + maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not +- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes +- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies) +- IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419. +- IMPORTANT: -Turning (<= full message, no attuned etc. prefix) +- maybe Quit menu point into map menu (with dialog when logge din, as usual?) +- the inventory needs separate scrollbars. unfortunately, that means + addign a manual scrollbar to the other panes (skills and spells :() +- notebook should provide a visual feedback (support form button class?) +- buttons should support hovering visually +- experience change messages should include skill experience +- skill page in playerbook +- help window close button +- floorbox should show currently open container +- make simple inventory filters: most recently added/changed, normal, only unlocked +- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! +- minor: skill list which shows XP and lets u bind stuff +- experience - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. (after starting, press quit) -- flopper/menu imrpovement: - * things that are menus should act more like menus - * inmventory etc. should fade-in automatically when used -- add menu itemds for inventory items: mark/inscribe etc. -- remove wrap_mode hack from texture and make it a per-texture operation -- enter runmode when cursor-key repeats -- mapmap (overview) - scroll visible area by clicking/dragging -- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges -- maybe move window managing functionality into toplevel -- better window management (graphical feedback) -- the player weight somehow updates strangely when dropping/picking up +- client sometimes crashes on Mapmenu=>Toggle autopickup +- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory -low priority: +should be solved/investigated before 1.0 release: +- NPC dialog box should have close button which finishes the dialog +- mapmap (overview) - scroll visible area by clicking/dragging +- binding window and editor layout broken for long recordings => use scroller +- maybe open the help viewer on the first start, or a simple dialog that + initially lists keybidings for gcfclient converts. +- maybe support mb4/mb5 on selected widgets to facilitate scrolling + (inventory, spell list, messge log...) => marc +- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) +- but fullscreen => minimize (alt-esc) => no way to go back [windows] +- spell list => scroll down => "Pickup" => scrollbar not updated +- what happened to the dialog being shown when modifiers are pressed, showing + keybindings for this modifier? +- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. + +post-1.0: +- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) + (maybe sth. else causes the slowness, such as database?) +- currently the font texture cache lacks "memory" (see texcache.c:tc_put) +- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively + affect neighbouring visible pixels (border bleeding). +- examine etc., should use extendeddrawinfo or sth. similar +- player list from server for tell etc. commands +- save only dirty cached maps, and save dirty maps != current map +- look into extendedmapinfo - completer should know more about arguments, e.g. cast summon pet monster, or that some commands do not take arguments ("drop all"). -- textview should not snap to bottom on resize. -- alt+cursor == diagonal -- look into extendedmapinfo -- save only dirty cached maps, and save dirty maps != current map -- inventory update must be incremental (too slow) (really? check) -- try to synchronize local animation speed with server updates to save on screen refreshes. -- player list from server for tell etc. commands -- examine etc., should use extendeddrawinfo or sth. similar +- sliders do not change size after reconfigure. +- enter runmode when cursor-key repeats (maybe not?) +- cairo/win32 looks like shit (premultiplied alpha bug?) + (despite horrendous efforts, this is likely not fixable except by building a custom + libcairo for win32). + (update: disabled antialiasing, this looks bad, but much better than antialiasing) - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). -- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too - performance: use texture collections for upstream server data instead if gobs of small textures. -- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively - affect neighbouring visible pixels (border bleeding). -- pango fontsize measure and decrease to achieve real pixel height TEMPORARY SERVER TODO: +- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) - palyer peaceful setting should be independen of game peaceful setting (i.e. one should be able to become hostile against guards but still be peaceful - the palyer peaceful would be toggled by priests and shown @@ -79,6 +92,25 @@ your comments, with the mentioning of the current map (and perhaps an item, if you do 'bug '). + + #TODO#d# display texture cache + { + glEnable GL_TEXTURE_2D; + glBindTexture GL_TEXTURE_2D, 41; + glColor 1, 1, 1, 1; + glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE; + glEnable GL_BLEND; + glBlendFunc GL_SRC_ALPHA, GL_ZERO; + glBegin GL_QUADS; + glTexCoord 0,1; glVertex 0,0; + glTexCoord 1,1; glVertex 255,0; + glTexCoord 1,0; glVertex 255,255; + glTexCoord 0,0; glVertex 0,255; + glEnd; + glDisable GL_BLEND; + glDisable GL_TEXTURE_2D; + } + set_face 4783 => 70 libpng warning: Ignoring gAMA chunk with gamma=0 allocating id 71 @@ -94,3 +126,28 @@ set_face 4784 => 73 libpng warning: Ignoring gAMA chunk with gamma=0 + 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. + /*first pass*/ + glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ + glDepthMask(FALSE); /*disable Z buffer*/ + if (premultpliedTransparency) + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + else + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + /*render the object here*/ + + 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: + /*second pass*/ + glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ + glDepthMask(FALSE); /*disable Z buffer*/ + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); + /*render the object with alpha replaced with 1-a*/ + + 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: + /*third pass*/ + glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ + glDepthMask(TRUE); /*enable Z buffer*/ + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); + /*render the object with alpha replaced with 1*/ + +