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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.86 by root, Thu May 25 16:56:11 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: investigate apply problem (neither space nor completer could apply anymore) 11- IPORTANT³: server crashes
12- IMPORTANT: learning spells does not make them show up automatically in the completer? 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13- IMPORTANT: statusbox update timer 13...
14- IMPORTANT: statusbox tooltip must not go away on updates 14..
15- IMPORTANT: history for completer (cursor-up) 15many dangers, great rew<
16- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 16- IMPORTANT: running over or pickung up large stacks is etxremely slow.
17- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 17- IMPORTANT: bind to key should always be verbose (DONE)
18 (mostly fixed, but still there: displays list and texture uploads do not go well together) 18 (elmex: what is meant by 'verbose' ?)
19- IMPORTANT: lose/regain mapping might clear messgae log 19 (^ whats being bound to a key, see other, similar, menu entries?)
20 (maybe this happens when its being updated when the window isn't mapped => no 20- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
21 window context?) 21- IMPORTANT: texture reload not working on scaras machine (maybe now)
22 (this might be fixed now, watch out for it) 22- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
23- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop. 23- IMPORTANT: discuss topmost menu, minor issues
24- IMPORTANT:_ map feedback... e.g. when clicking on it
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 24
30should be solved/investitaged before release: 25should be solved/investitaged before BETA release:
31- rethink message display in lower left corner 26- make simple inventory filters: most recently added/changed, normal, only unlocked
32- auto-download of all faces from the server in the bg. 27- binding keys is too complicated in the general case => disucss
33- many sliders should have labels attached. 28- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
34- widgets need to know about their visibility. the inventory 29- maybe support mb4/mb5 on selected widgets to facilitate scrolling
35 completely redraws itself on every animation change, even when its not visible. 30 (inventory, spell list, messge log...) => marc
36- cairo/win32 looks like shit (premultiplied alpha bug?) 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
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, press quit) 37 (after starting, press quit)
39- flopper/menu imrpovement:
40 * things that are menus should act more like menus
41 * inmventory etc. should fade-in automatically when used
42- add menu itemds for inventory items: mark/inscribe etc.
43- remove wrap_mode hack from texture and make it a per-texture operation
44- enter runmode when cursor-key repeats
45- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
46- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 39- maybe move window managing functionality into toplevel: better window management (graphical feedback)
47- maybe move window managing functionality into toplevel
48- better window management (graphical feedback)
49 40
50low priority: 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).
50- cairo/win32 looks like shit (premultiplied alpha bug?)
51 (despite horrendous efforts, this is likely not fixable except by building a custom
52 libcairo for win32).
53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
54- the binding editor should have a append-record mode or something like that
55- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
56 and add column titles (also for other tables like inventory and bindings)
57- sliders do not change size after reconfigure.
58- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
59- investigate fill widget option.
60- win32, fow_tetxure sometimes nukes other textures
61 (mostly fixed, but still there: displays list and texture uploads do not go well together)
62- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
63- completer should know more about arguments, e.g. cast summon pet monster,
64 or that some commands do not take arguments ("drop all").
51- textview should not snap to bottom on resize. 65- textview should not snap to bottom on resize.
52- alt+2cursor == diagonal 66- alt+cursor == diagonal
53- look into extendedmapinfo 67- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map 68- 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. 69- try to synchronize local animation speed with server updates to save on screen refreshes.
57- player list from server for tell etc. commands 70- player list from server for tell etc. commands
58- examine etc., should use extendeddrawinfo or sth. similar 71- examine etc., should use extendeddrawinfo or sth. similar
59- 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.).
60- 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
94allocating id 73 107allocating id 73
95OK 108OK
96set_face 4784 => 73 109set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
98 111
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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