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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.55 by root, Wed May 17 10:14:52 2006 UTC vs.
Revision 1.123 by root, Mon Jun 5 00:17:47 2006 UTC

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- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12- important: center and improve dialogs (create cFClient::UI::Dialog) 12 together with removing query dialog altogether.
13- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 13- IMPORTANT: message log window often loses contents after refreshes/res switches
14- IMPORTANT: inventory update must be incremental (too slow) (really? check) 14 (m,aybe not, maybe after loging out and in again?)
15- IMPORTANT: user interface (window positions etc.) should be saved, but 15 also: message log window now visibly flickers, must be soem horrid bug
16 b) widget layout is nontrivial as to not obscure map 16- IMPORTANT: statusbox update timer
17 c) need better way to center map then middle-button, maybe map overview 17- IMPORTANT: statusbox tooltip must not go away on updates
18 (but updates will be slow UPDATE updates are not at all slow). 18- IMPORTANT: history for completer (cursor-up)
19- IMPORTANT: animate faces in inventory etc. 19- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
20- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 20- IMPORTANT: stats window looks like shit initially (widget allocation?)
21- IMPORTANT: verify and correct connection-dependent texture management 21
22- binding window and editor layout broken for long recordings
23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
24- minor: skill list which shows XP and lets u bind stuff
22 25
23should be solved/investitaged before release: 26should be solved/investitaged before release:
27- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
28 and add column titles (also for other tables like inventory and bindings)
29- log messages received and commands sent to ~/.crossfire/log.$ip
30- the binding editor should have a append-record mode or something like that
31- rethink message display in lower left corner
32- cairo/win32 looks like shit (premultiplied alpha bug?)
24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
25 (after starting, pressing login with connection refused, then close window) 34 (after starting, press quit)
26- flopper/menu imrpovement: 35- better focus management: put focus onto active windows, remove it again later
27 * things that are menus should act more like menus 36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
28 * inmventory etc. should fade-in automatically when used
29- remove wrap_mode hack from texture and make it a per-texture operation
30- enter runmode when cursor-key repeats 37- enter runmode when cursor-key repeats (maybe not?)
31- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
32- save only dirty cached maps, and save dirty maps != current map
33- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
34- maybe move window managing functionality into toplevel 40- maybe move window managing functionality into toplevel
35- better window management (feedback) 41- better window management (graphical feedback)
36- look into extendedmapinfo 42- the player weight somehow updates strangely when dropping/picking up
37- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
38 43
39low priority: 44low priority:
45- win32, fow_tetxure sometimes nukes other textures
46 (mostly fixed, but still there: displays list and texture uploads do not go well together)
47- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
48- completer should know more about arguments, e.g. cast summon pet monster,
49 or that some commands do not take arguments ("drop all").
50- textview should not snap to bottom on resize.
51- alt+cursor == diagonal
52- look into extendedmapinfo
53- save only dirty cached maps, and save dirty maps != current map
54- try to synchronize local animation speed with server updates to save on screen refreshes.
40- player list from server for tell etc. commands 55- player list from server for tell etc. commands
41- examine etc., should use extendeddrawinfo or sth. similar 56- examine etc., should use extendeddrawinfo or sth. similar
42- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 57- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
43- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 58- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
44- performance: use texture collections for upstream server data instead if gobs 59- performance: use texture collections for upstream server data instead if gobs
77allocating id 73 92allocating id 73
78OK 93OK
79set_face 4784 => 73 94set_face 4784 => 73
80libpng warning: Ignoring gAMA chunk with gamma=0 95libpng warning: Ignoring gAMA chunk with gamma=0
81 96
97 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.
98 /*first pass*/
99 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
100 glDepthMask(FALSE); /*disable Z buffer*/
101 if (premultpliedTransparency)
102 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
103 else
104 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
105 /*render the object here*/
106
107 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:
108 /*second pass*/
109 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
110 glDepthMask(FALSE); /*disable Z buffer*/
111 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
112 /*render the object with alpha replaced with 1-a*/
113
114 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:
115 /*third pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(TRUE); /*enable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1*/
120
121

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