* Figure out transparency rendering glitches, and start using the | |
transparent leaf texture for trees once that's been figured out. Right | |
now they look better with the solid texture. In particular, all the | |
"decorative" blocks like torches, flowers, reed, etc, look weird, as | |
does water and portals. As it turns out, this is all to do with OpenGL | |
alpha blending; in addition to a couple quick calls to glDepthMask (see | |
renderSolid() in Chunk.java), we then need to make sure that all GL | |
objects are rendered from far-away to near, which will take some doing. | |
* Proper rendering support for redstone wire | |
* Draw messages on signs like you'd expect. | |
* GUI to set custom key bindings and custom ore highlights | |
* Find a way to eliminate the stuttering when new map chunks are loading | |
* Home/End will wipe the minimap and load chunks, even if we're already | |
"in range" and might even have those chunks cached. Should fix that. | |
* Minimap effective size has been cut quite a bit, would like to increase that | |
* Figure out some kind of useful minimap when in the Nether | |
* Would be nice to have a check when warping between Nether and Overworld | |
to make sure you don't end up off-map | |
* There are various conditions where the player position and spawn position | |
markers won't show up properly on the minimap; should fix those. | |
* As I've been editing the X-Ray code, I've been using underscore_variables like | |
that, mostly, instead of the camelCase which was more prevalent. Should really | |
reformat everything to a single style (and retab the whole thing, and clean up | |
formatting and style in general). And really, I've been pretty lazy all around | |
with doing things the "right way." The code could use cleanup in general. |