| * 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. |