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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.75 by root, Wed May 24 03:29:38 2006 UTC vs.
Revision 1.179 by root, Wed Jun 28 17:15:33 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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 11- IPORTANT³: server crashes
12 (maybe also for floorbox) 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 13...
14- IMPORTANT: lose/regain mapping might clear messgae log 14..
15 (maybe this happens when its being updated when the window isn't mapped => no 15many dangers, great rew<
16 window context?) 16- IMPORTANT: running over or pickung up large stacks is etxremely slow.
17 (this might be fixed now, watch out for it) 17- IMPORTANT: bind to key should always be verbose (DONE)
18- IMPORTANT:_ map feedback... e.g. when clicking on it 18 (elmex: what is meant by 'verbose' ?)
19- IMPORTANT: ' and " and / should go into compketer :) 19 (^ whats being bound to a key, see other, similar, menu entries?)
20- IMPORTANT: '.' in map should repeat last command 20- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
21- IMPORTANT: user interface (window positions etc.) should be saved, but 21- IMPORTANT: texture reload not working on scaras machine (maybe now)
22 b) widget layout is nontrivial as to not obscure map 22- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
23 c) need better way to center map then middle-button, maybe map overview 23- IMPORTANT: discuss topmost menu, minor issues
24 (but updates will be slow UPDATE updates are not at all slow).
25- IMPORTANT: focus mapwidget on login
26- IMPORTANT: font reconfigure works very badly.
27 24
28should be solved/investitaged before release: 25should be solved/investitaged before BETA release:
29- auto-download of all faces from the server in the bg. 26- make simple inventory filters: most recently added/changed, normal, only unlocked
30- many sliders should have labels attached. 27- binding keys is too complicated in the general case => disucss
31- widgets need to know about their visibility. the inventory 28- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
32 completely redraws itself on every animation change, even when its not visible. 29- maybe support mb4/mb5 on selected widgets to facilitate scrolling
30 (inventory, spell list, messge log...) => marc
31- add lmb mouse = cast, mmb2 = invoke or so to spell list.
32- maybe open the help viewer on the first start, or a simple dialog that
33 initially lists keybidings for gcfclient converts.
34- binding window and editor layout broken for long recordings
35- minor: skill list which shows XP and lets u bind stuff
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, press quit)
38- mapmap (overview) - scroll visible area by clicking/dragging
39- maybe move window managing functionality into toplevel: better window management (graphical feedback)
40
41should be solved/investigated before 1.0 release:
42- spell list => scroll down => "Pickup" => scrollbar not updated
43- what happened to the dialog being shown when modifiera are pressed, showing
44 keybindings for this modifier?
45- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
46- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
47- enter runmode when cursor-key repeats (maybe not?)
48- better focus management: put focus onto active windows, remove it again later
49 (mainly to speed up gui interaction when map isn't important).
33- cairo/win32 looks like shit (premultiplied alpha bug?) 50- cairo/win32 looks like shit (premultiplied alpha bug?)
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 51 (despite horrendous efforts, this is likely not fixable except by building a custom
35 (after starting, pressing login with connection refused, then close window) 52 libcairo for win32).
36- flopper/menu imrpovement: 53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
37 * things that are menus should act more like menus 54- the binding editor should have a append-record mode or something like that
38 * inmventory etc. should fade-in automatically when used 55- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
39- add menu itemds for inventory items: mark/inscribe etc. 56 and add column titles (also for other tables like inventory and bindings)
40- remove wrap_mode hack from texture and make it a per-texture operation 57- sliders do not change size after reconfigure.
41- enter runmode when cursor-key repeats 58- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
42- mapmap (overview) - scroll visible area by clicking/dragging 59- investigate fill widget option.
43- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 60- win32, fow_tetxure sometimes nukes other textures
44- maybe move window managing functionality into toplevel 61 (mostly fixed, but still there: displays list and texture uploads do not go well together)
45- better window management (graphical feedback) 62- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
46 63- completer should know more about arguments, e.g. cast summon pet monster,
47low priority: 64 or that some commands do not take arguments ("drop all").
65- textview should not snap to bottom on resize.
48- alt+2cursor == diagonal 66- alt+cursor == diagonal
49- look into extendedmapinfo 67- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map 68- save only dirty cached maps, and save dirty maps != current map
51- inventory update must be incremental (too slow) (really? check)
52- try to synchronize local animation speed with server updates to save on screen refreshes. 69- try to synchronize local animation speed with server updates to save on screen refreshes.
53- player list from server for tell etc. commands 70- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar 71- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 72- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
56- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 73- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
90allocating id 73 107allocating id 73
91OK 108OK
92set_face 4784 => 73 109set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
94 111
112 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.
113 /*first pass*/
114 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 if (premultpliedTransparency)
117 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
118 else
119 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
120 /*render the object here*/
121
122 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:
123 /*second pass*/
124 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
127 /*render the object with alpha replaced with 1-a*/
128
129 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:
130 /*third pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(TRUE); /*enable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1*/
135
136

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