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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.265
Committed: Sat Oct 20 05:35:28 2007 UTC (16 years, 6 months ago) by root
Branch: MAIN
CVS Tags: rel-2_03, rel-2_02, rel-0_9965, rel-0_9964, rel-0_9963, rel-2_05, rel-2_04, rel-0_9968, rel-0_9958, rel-0_9960, rel-2_0, rel-0_9956, rel-2_10, rel-2_11, rel-0_9972, rel-0_9973, rel-0_9974, rel-0_9975, rel-0_9976, rel-0_9977, rel-0_9978, rel-0_9957, rel-0_9955, rel-0_9971, rel-0_9967, rel-1_21, rel-0_9959, rel-0_9966, rel-0_995, HEAD
Changes since 1.264: +2 -0 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 http://www.vionline.com/sound.html
2 http://www.stonewashed.net/2.html
3
4 macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
5
6 http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
7
8 * have ctrl=run, shift=fire indicatords somewhere, so people can find out about this feature
9
10 - improve smoothing implementation to be cleaner and more efficient.
11
12 - automccompleter should vanish when its losing focus
13 - allow inventory window to be stacked vertically, maybe?
14 - ganondorf wants the completer to grow, never shrink
15 - keypad-enter does not do the same as return in text entries
16
17 - ice in /whalingoutpost/misc/castle1
18 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
19 - PANGO: create upstream-patch for inclusion into pango
20 - SERVER: document ext/mapinfo and cfplus.ext
21 - SERVER: memleak like hell: probably event-related? (probably not real)
22 - LONG-TERM: party member health etc. status (needs player list, then trivial)
23 - LONG-TERM: map landmark labels
24 - LONG-TERM: player on map name
25
26 - player speed is only shown as current, not unencumbered max as in gcfclient
27 - IMPORTANT: stats during item creation == crash? (reported by Grak)
28 - FEATURE: beside the floorbox, have a recent inventory items box
29 - fix the pod referencing - L<glossary/space> does not get you anywhere.
30 * possibly look into auto-marking (wiki-style) certain key sequences.
31
32 should be solved/investigated before 1.0 release:
33 - maybe embed buttons for stuff liek accept-invitation, bind spell etc.
34 - (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
35 - offer common options such as use_skill sense xxx etc. in inventory via menu?
36 - buttons should support hovering visually
37 - notebooks should provide visual feedback (support from button class?)
38 - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
39 - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
40 - mapmap (overview) - scroll visible area by clicking/dragging
41 - maybe open the help viewer on the first start, or a simple dialog that
42 initially lists keybidings for gcfclient converts.
43 - maybe the top fancyframe border should be larger (for close button and title to be more visible?)
44
45 post-1.0:
46 - currently the font texture cache leaks "memory" (see texcache.c:tc_put)
47 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
48 affect neighbouring visible pixels (border bleeding).
49 - player list from server for tell etc. commands
50 - completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all").
52 - enter runmode when cursor-key repeats (maybe not?)
53 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
54 - performance: use texture collections for upstream server data instead if gobs
55 of small textures.
56 - inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
57
58 TEMPORARY SERVER TODO:
59 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
60 - palyer peaceful setting should be independen of game peaceful setting
61 (i.e. one should be able to become hostile against guards but still
62 be peaceful - the palyer peaceful would be toggled by priests and shown
63 in who, the game peaceful steting would be toggled by the peaceful command
64 but not otherwise shown).
65 - attempt_jump tries to kick jumped-into monster,s but doesn't work
66 - 1) If you hide, and someone can see you trying to hide, you'll get a
67 message, even when you can't see that other person.
68 - 2) hiding exp is always 1, independant of how difficult it is to hide
69 - 3) jumping into monsters does no damage, even though it's supposed to
70 be an attack (mentioned before). You also get no exp for this
71
72
73 #TODO#d# display texture cache
74 {
75 glEnable GL_TEXTURE_2D;
76 glBindTexture GL_TEXTURE_2D, 41;
77 glColor 1, 1, 1, 1;
78 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
79 glEnable GL_BLEND;
80 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
81 glBegin GL_QUADS;
82 glTexCoord 0,1; glVertex 0,0;
83 glTexCoord 1,1; glVertex 255,0;
84 glTexCoord 1,0; glVertex 255,255;
85 glTexCoord 0,0; glVertex 0,255;
86 glEnd;
87 glDisable GL_BLEND;
88 glDisable GL_TEXTURE_2D;
89 }
90
91 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.
92 /*first pass*/
93 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
94 glDepthMask(FALSE); /*disable Z buffer*/
95 if (premultpliedTransparency)
96 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
97 else
98 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
99 /*render the object here*/
100
101 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:
102 /*second pass*/
103 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/
105 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
106 /*render the object with alpha replaced with 1-a*/
107
108 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:
109 /*third pass*/
110 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
111 glDepthMask(TRUE); /*enable Z buffer*/
112 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
113 /*render the object with alpha replaced with 1*/
114
115