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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.81 by root, Thu May 25 03:24:29 2006 UTC vs.
Revision 1.180 by root, Wed Jun 28 21:17:01 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: history for completer (cursor-up) 11- IPORTANT³: server crashes
12- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 13...
14 (mostly fixed, but still there: displays list and texture uploads do not go well together) 14..
15- IMPORTANT: lose/regain mapping might clear messgae log 15many dangers, great rew<
16 (maybe this happens when its being updated when the window isn't mapped => no 16- IMPORTANT: running over or pickung up large stacks is etxremely slow.
17 window context?) 17- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
18 (this might be fixed now, watch out for it) 18- IMPORTANT: texture reload not working on scaras machine (maybe now)
19- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop. 19 tetxure reload works. but fullscreen => minimize => no way to go back
20- IMPORTANT:_ map feedback... e.g. when clicking on it 20- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
21- IMPORTANT: user interface (window positions etc.) should be saved, but 21- IMPORTANT: discuss topmost menu, minor issues
22 b) widget layout is nontrivial as to not obscure map
23 c) need better way to center map then middle-button, maybe map overview
24 (but updates will be slow UPDATE updates are not at all slow).
25 22
26should be solved/investitaged before release: 23should be solved/investitaged before BETA release:
27- rethink message display in lower left corner 24- floorbox should show currently open container
28- auto-download of all faces from the server in the bg. 25- make simple inventory filters: most recently added/changed, normal, only unlocked
29- many sliders should have labels attached. 26- binding keys is too complicated in the general case => disucss
30- widgets need to know about their visibility. the inventory 27- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
31 completely redraws itself on every animation change, even when its not visible. 28- maybe support mb4/mb5 on selected widgets to facilitate scrolling
32- cairo/win32 looks like shit (premultiplied alpha bug?) 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
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit) 36 (after starting, press quit)
35- flopper/menu imrpovement:
36 * things that are menus should act more like menus
37 * inmventory etc. should fade-in automatically when used
38- add menu itemds for inventory items: mark/inscribe etc.
39- remove wrap_mode hack from texture and make it a per-texture operation
40- enter runmode when cursor-key repeats
41- mapmap (overview) - scroll visible area by clicking/dragging 37- mapmap (overview) - scroll visible area by clicking/dragging
42- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
43- maybe move window managing functionality into toplevel
44- better window management (graphical feedback)
45 39
46low priority: 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").
47- textview should not snap to bottom on resize. 64- textview should not snap to bottom on resize.
48- alt+2cursor == diagonal 65- alt+cursor == diagonal
49- look into extendedmapinfo 66- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map 67- 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. 68- try to synchronize local animation speed with server updates to save on screen refreshes.
53- player list from server for tell etc. commands 69- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar 70- examine etc., should use extendeddrawinfo or sth. similar
55- 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.).
56- 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
90allocating id 73 106allocating id 73
91OK 107OK
92set_face 4784 => 73 108set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
94 110
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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