--- deliantra/Deliantra-Client/TODO 2006/05/17 10:00:19 1.51 +++ deliantra/Deliantra-Client/TODO 2006/07/02 13:57:57 1.184 @@ -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 @@ -8,33 +8,62 @@ 12:17 <@schmorp> remind me of it 12:17 <@schmorp> qwhen i next bundle it -- IMPORTANT: inventory update must be incremental (too slow) (really? check) -- IMPORTANT: user interface (window positions etc.) should be saved, but - 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). -- IMPORTANT: animate faces in inventory etc. -- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. -- IMPORTANT: verify and correct connection-dependent texture management - -should be solved/investitaged before release: +- IMPORTANT: wreight doesn't get updated on taking something, only when dropping. +- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?) + bind action stays open when closing theamcro recorder +- IMPORTANT: discuss topmost menu, minor issues + +should be solved/investitaged before BETA release: +- 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 +- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) +- maybe support mb4/mb5 on selected widgets to facilitate scrolling + (inventory, spell list, messge log...) => marc +- add lmb mouse = cast, mmb2 = invoke or so to spell list. +- maybe open the help viewer on the first start, or a simple dialog that + initially lists keybidings for gcfclient converts. +- binding window and editor layout broken for long recordings +- minor: skill list which shows XP and lets u bind stuff - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. - (after starting, pressing login with connection refused, then close window) -- remove wrap_mode hack from texture and make it a per-texture operation -- enter runmode when cursor-key repeats + (after starting, press quit) - mapmap (overview) - scroll visible area by clicking/dragging -- save only dirty cached maps, and save dirty maps != current map -- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges -- mesa-rendering of textview shows only garbage and/or another texture -- maybe move window managing functionality into toplevel -- look into extendeddrawinfo and extendedmapinfo -- update/check_size should be done at most once/frame/widget. +- maybe move window managing functionality into toplevel: better window management (graphical feedback) -low priority: -- player list form server for tell etc. commands +should be solved/investigated before 1.0 release: +- 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 modifiera are pressed, showing + keybindings for this modifier? +- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. +- split up gauges into: head, body and foot, so that contents begin in the interior of gauges +- enter runmode when cursor-key repeats (maybe not?) +- better focus management: put focus onto active windows, remove it again later + (mainly to speed up gui interaction when map isn't important). +- 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) +- the binding editor should have a append-record mode or something like that +- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) + and add column titles (also for other tables like inventory and bindings) +- sliders do not change size after reconfigure. +- use more graphical frames/separators to make dialogs more eye-pleasing/clean. +- investigate fill widget option. +- win32, fow_tetxure sometimes nukes other textures + (mostly fixed, but still there: displays list and texture uploads do not go well together) +- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. +- 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 +- 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 - 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 -- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) - 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 @@ -48,7 +77,6 @@ in who, the game peaceful steting would be toggled by the peaceful command but not otherwise shown). - pippij wants playerstealing to work between hostile players -- schmorp wants to rework the who output format - attempt_jump tries to kick jumped-into monster,s but doesn't work - 1) If you hide, and someone can see you trying to hide, you'll get a message, even when you can't see that other person. @@ -74,3 +102,28 @@ 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*/ + +