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These are all minor bugs and bugs that are either annoying or difficult
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to fix. One purpose of this file is to allow bored developers looking for
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something to do a quick list of minor outstanding bugs. So, if you're
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adding something here, try to either 1: make sure it's really a bug, or
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2: if it's unconfirmed or unreproducable, say so. Try not to put subjective
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things here, like cosmetic differences that some people don't like (unless
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they're actually bugs).
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This isn't intended as a replacement for the SF BTS; once we clean that
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up and start using it, we might drop this file.
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For more minor bugs, grep for "XXX" in the source (but not all of
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those are bugs). Some of those might be duplicated here.
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Major bugs are usually either fixed or discussed on the list, so this
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list only has minor bugs.
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--------
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Many menu screens don't tween completely offscreen if a selection is made
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before the tween-in finishes. Easy to fix: don't tween from current loc to
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eg. current loc+screen width; always tween to the real dest loc+screen
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width.
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Selecting in a second player on the select style screen changes the
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available options. If you do that while it's tweening in, the dims
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will be adjusted as if there was no tweens; the net result is the change
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is wiped out as the tween finishes. Changing tweenable properties that
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have nothing to do with the current tween (eg. here, changing the dim
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while we're tweening X,Y) is tricky right now; I'm not sure how to handle
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this cleanly ...
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***
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All pixels have RGB components--even fully transparent ones. We're
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getting odd borders on textures that have a transparent border, because
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the RGB component of a fully transparent pixel is being blended with
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a non-transparent pixel. (For example, a picture with a black border
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on a black background that has a white, #FFFFFF00 border will have a
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small one-pixel gray border around its real border, since blending
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#FFFFFF00 with #000000FF gets something like #AAAAAAAA.)
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We can't tell artists to fix the textures; they shouldn't have to worry
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about the hidden RGB components in a transparent texel.
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We need to do a pass at texture load that iterates over each transparent
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pixel, searches the 8 bordering pixels, and sets the color components
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to those of a bordering one if any are non-transparent.
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Could be slow.
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I guess I could write a simple tool for this ... a bit of a pain, though.
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***
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We'll probably get seaming in tiled backgrounds; the resize filter can't
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handle wrapping border pixels instead of clamping them.
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Need higher quality rate conversions; 22khz files sound bad. Don't
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give a DESIRED to SDL_sound and do the conversion ourself.
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********
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CJK characters in the group song list look bad: It's a 20-pixel-high font,
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and the CJK font is 16px; it's too small.
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The font system can handle this: make another CJK font of a more
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appropriate size (20px), call it "_japanese 20px", and import it to
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overide the default 16-pixel one. (It'd probably look better if the
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CJK font was too big than too small, so a 24px font may look better
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than 16px.)
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Need an easier way to make CJK fonts.
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