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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.71 by root, Mon May 22 03:28:54 2006 UTC vs.
Revision 1.133 by root, Mon Jun 5 21:14:39 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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 11- IMPORTANT: vidmode change considered harmful
12 (maybe also for floorbox) 12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
13- IMPORTANT: quit-button, somewhere! 13 together with removing query dialog altogether.
14 * dialog, der warnt ein savebed aufzusuchen. 14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: lose/regain mapping might clear messgae log 16- IMPORTANT: bind keys using the completer
17 (maybe this happens when its being updated when the window isn't mapped => no 17
18 window context?) 18- message log/textview flickers on update.
19 (this might be fixed now, watch out for it) 19- binding window and editor layout broken for long recordings
20- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 20- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
21- IMPORTANT:_ map feedback... e.g. when clicking on it 21 (use popups, not buttons)
22- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 22- minor: skill list which shows XP and lets u bind stuff
23- IMPORTANT: '.' in map should repeat last command
24- important: center and improve dialogs (create cFClient::UI::Dialog)
25- IMPORTANT: user interface (window positions etc.) should be saved, but
26 b) widget layout is nontrivial as to not obscure map
27 c) need better way to center map then middle-button, maybe map overview
28 (but updates will be slow UPDATE updates are not at all slow).
29- IMPORTANT: verify and correct connection-dependent texture management
30- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
31- IMPORTANT: message log slider goes too far down.
32- IMPORTANT: focus mapwidget on login
33- IMPORTANT: font reconfigure works very badly.
34 23
35should be solved/investitaged before release: 24should be solved/investitaged before release:
36- widgets need to know about their visibility. the inventory 25- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
37 completely redraws itself on every animation change, even when its not visible. 26 and add column titles (also for other tables like inventory and bindings)
27- log messages received and commands sent to ~/.crossfire/log.$ip
28- the binding editor should have a append-record mode or something like that
38- cairo/win32 looks like shit (premultiplied alpha bug?) 29- cairo/win32 looks like shit (premultiplied alpha bug?)
30 (despite horrendous efforts, this is likely not fixable except by building a custom
31 libcairo for win32).
39- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
40 (after starting, pressing login with connection refused, then close window) 33 (after starting, press quit)
41- flopper/menu imrpovement: 34- better focus management: put focus onto active windows, remove it again later
42 * things that are menus should act more like menus 35 (mainly to speed up gui interaction when map isn't important).
43 * inmventory etc. should fade-in automatically when used
44- add menu itemds for inventory items: mark/inscribe etc. 36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45- remove wrap_mode hack from texture and make it a per-texture operation
46- enter runmode when cursor-key repeats 37- enter runmode when cursor-key repeats (maybe not?)
47- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
48- 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
49- maybe move window managing functionality into toplevel 40- maybe move window managing functionality into toplevel
50- better window management (graphical feedback) 41- better window management (graphical feedback)
42- the player weight somehow updates strangely when dropping/picking up
51 43
52low priority: 44low priority:
45- sliders do not change size after reconfigure.
46- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
47- investigate fill widget option.
48- win32, fow_tetxure sometimes nukes other textures
49 (mostly fixed, but still there: displays list and texture uploads do not go well together)
50- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
51- completer should know more about arguments, e.g. cast summon pet monster,
52 or that some commands do not take arguments ("drop all").
53- textview should not snap to bottom on resize.
54- alt+cursor == diagonal
53- look into extendedmapinfo 55- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map 56- save only dirty cached maps, and save dirty maps != current map
55- inventory update must be incremental (too slow) (really? check)
56- try to synchronize local animation speed with server updates to save on screen refreshes. 57- try to synchronize local animation speed with server updates to save on screen refreshes.
57- player list from server for tell etc. commands 58- player list from server for tell etc. commands
58- examine etc., should use extendeddrawinfo or sth. similar 59- examine etc., should use extendeddrawinfo or sth. similar
59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 61- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
94allocating id 73 95allocating id 73
95OK 96OK
96set_face 4784 => 73 97set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0 98libpng warning: Ignoring gAMA chunk with gamma=0
98 99
100 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.
101 /*first pass*/
102 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
103 glDepthMask(FALSE); /*disable Z buffer*/
104 if (premultpliedTransparency)
105 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
106 else
107 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
108 /*render the object here*/
109
110 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:
111 /*second pass*/
112 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
113 glDepthMask(FALSE); /*disable Z buffer*/
114 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
115 /*render the object with alpha replaced with 1-a*/
116
117 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:
118 /*third pass*/
119 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
120 glDepthMask(TRUE); /*enable Z buffer*/
121 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
122 /*render the object with alpha replaced with 1*/
123
124

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