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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.53 by root, Wed May 17 10:12:21 2006 UTC vs.
Revision 1.178 by elmex, Wed Jun 28 10:37:17 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- IPORTANT³: server crashes
12- important: center and improve dialogs (create cFClient::UI::Dialog) 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13- IMPORTANT: inventory update must be incremental (too slow) (really? check) 13...
14- IMPORTANT: user interface (window positions etc.) should be saved, but 14..
15 b) widget layout is nontrivial as to not obscure map 15many dangers, great rew<
16 c) need better way to center map then middle-button, maybe map overview 16- IMPORTANT: running over or pickung up large stacks is etxremely slow.
17 (but updates will be slow UPDATE updates are not at all slow). 17- IMPORTANT: bind to key should always be verbose (DONE)
18- IMPORTANT: animate faces in inventory etc. 18 (elmex: what is meant by 'verbose' ?)
19- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 19 (^ whats being bound to a key, see other, similar, menu entries?)
20- IMPORTANT: verify and correct connection-dependent texture management 20- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
21- IMPORTANT: texture reload not working on scaras machine (maybe now)
22- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
23- IMPORTANT: discuss topmost menu, minor issues
21 24
22should be solved/investitaged before release: 25should be solved/investitaged before BETA release:
26- binding keys is too complicated in the general case => disucss
27- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
28- maybe support mb4/mb5 on selected widgets to facilitate scrolling
29 (inventory, spell list, messge log...) => marc
30- add lmb mouse = cast, mmb2 = invoke or so to spell list.
31- maybe open the help viewer on the first start, or a simple dialog that
32 initially lists keybidings for gcfclient converts.
33- binding window and editor layout broken for long recordings
34- minor: skill list which shows XP and lets u bind stuff
23- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
24 (after starting, pressing login with connection refused, then close window) 36 (after starting, press quit)
25- remove wrap_mode hack from texture and make it a per-texture operation
26- enter runmode when cursor-key repeats
27- mapmap (overview) - scroll visible area by clicking/dragging 37- mapmap (overview) - scroll visible area by clicking/dragging
38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
39
40should be solved/investigated before 1.0 release:
41- spell list => scroll down => "Pickup" => scrollbar not updated
42- what happened to the dialog being shown when modifiera are pressed, showing
43 keybindings for this modifier?
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46- enter runmode when cursor-key repeats (maybe not?)
47- better focus management: put focus onto active windows, remove it again later
48 (mainly to speed up gui interaction when map isn't important).
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)
53- the binding editor should have a append-record mode or something like that
54- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
55 and add column titles (also for other tables like inventory and bindings)
56- sliders do not change size after reconfigure.
57- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
58- investigate fill widget option.
59- win32, fow_tetxure sometimes nukes other textures
60 (mostly fixed, but still there: displays list and texture uploads do not go well together)
61- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
62- completer should know more about arguments, e.g. cast summon pet monster,
63 or that some commands do not take arguments ("drop all").
64- textview should not snap to bottom on resize.
65- alt+cursor == diagonal
66- look into extendedmapinfo
28- save only dirty cached maps, and save dirty maps != current map 67- save only dirty cached maps, and save dirty maps != current map
29- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 68- try to synchronize local animation speed with server updates to save on screen refreshes.
30- maybe move window managing functionality into toplevel
31- better window management (feedback)
32- look into extendedmapinfo
33- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
34
35low priority:
36- player list from server for tell etc. commands 69- player list from server for tell etc. commands
37- examine etc., should use extendeddrawinfo or sth. similar 70- examine etc., should use extendeddrawinfo or sth. similar
38- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 71- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
39- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 72- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
40- performance: use texture collections for upstream server data instead if gobs 73- performance: use texture collections for upstream server data instead if gobs
73allocating id 73 106allocating id 73
74OK 107OK
75set_face 4784 => 73 108set_face 4784 => 73
76libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
77 110
111 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.
112 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 if (premultpliedTransparency)
116 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
117 else
118 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119 /*render the object here*/
120
121 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:
122 /*second pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1-a*/
127
128 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:
129 /*third pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(TRUE); /*enable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1*/
134
135

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