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[00:00:17] <esvee> maybe downscale the hell out of them to like 64x64 and put them in a 'dictionary' (atlas)?
[00:00:18] <Xoppa> esvee, downsize them, there should be enough texture units
[00:00:53] <esvee> i guess i can do that offline using convert
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[00:01:58] <TEttinger> good ol' imagemagick convert
[00:02:01] <robitx> btw. anyone here would want to be a tester for my unfinished garbage?
[00:02:18] <[twisti]> whats the ambient cube, and where do i find it ?
[00:02:24] <Xoppa> [twisti], sorry, looking at your voxels SH will probably not work out well i think, although you could give it a try
[00:02:30] <TEttinger> I eat garbage all the time, but I'll be heading out pretty soon
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[00:02:47] <[twisti]> Xoppa: so far i cant find any resources relating to SH that make any sense to me anyways
[00:03:19] <Xoppa> [twisti], if you add more light than the configured maximum then the defaultshader will use an ambientcubemap for you, there's no need for you do anything
[00:03:22] <esvee> sec ill give you one of xoppa's links
[00:03:24] <Xoppa> special
[00:03:45] <esvee> *kalle_h's
[00:03:52] <esvee> [00:22:05] <kalle_h> https://docs.google.com/viewer?url=http%3A%2F%2Fwww.henjeon.com%2Fpds%2Fdev%2Fdoc%2FSpherical%2520Harmonics%2520GDCE%2520PPT97.ppt\
[00:03:57] <esvee> here, this one explains SH
[00:04:00] <esvee> very well
[00:04:01] <[twisti]> thanks
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[00:04:15] <esvee> delete the \ at the end
[00:05:05] <esvee> i like how "Stupid SH tricks" paper goes into uber-math mode like 2 pages from the start
[00:05:10] <[twisti]> Xoppa: you talk like theres a topic i should know but dont. is this about something in libgdx ? on google i couldnt find any mention of ambientcube and libgdx
[00:05:43] <robitx> TEttinger: and that stuff you are working on is for testing?
[00:05:44] <esvee> [twisti], try to add 5 point lights to your scene. then add another one. see what happens :) or look in DefaultShader class for ACubeMap
[00:06:09] <[twisti]> i dont use the default shader, and my lights are hard coded in my shader
[00:06:10] <Xoppa> [twisti], environment.add(new XXXLight().set(....));
[00:06:17] <Xoppa> o.O
[00:06:31] <TEttinger> robitx, wha?
[00:06:34] <[twisti]> i have no environment (well, i do for the dwarf model, but not for my world)
[00:06:34] <esvee> <---------------@:-O
[00:06:47] <robitx> TEttinger: I thouth you too work on something
[00:07:04] <TEttinger> robitx, yeah, a scala game using libgdx
[00:07:19] <TEttinger> but the graphics are generated by a C# program parsing 3d voxel files
[00:07:19] <Xoppa> [twisti], http://blog.xoppa.com/using-materials-with-libgdx/ it works for environment as well
[00:07:57] <robitx> TEttinger: do you have android device with accelerometer, gyro and magnetometer?
[00:08:17] <[twisti]> thanks, i guess i got a bunch of reading to do now
[00:08:26] <[twisti]> this was so much easier in 2d
[00:09:12] <TEttinger> robitx, galaxy s3 count?
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[00:09:33] <Xoppa> [twisti], how is it so much easier in 2d?
[00:09:51] <[twisti]> in 2d i just painted all my light sources to a framebuffer and then blended that with my scene
[00:09:57] <[twisti]> bam, infinite lights basically
[00:10:20] <esvee> [twisti], lightmapping is basically the same thing for static objects
[00:10:24] <Xoppa> you could do that using lightmaps
[00:10:28] <Xoppa> ow haha
[00:10:30] <esvee> dynamics lights is a bitch
[00:10:32] <esvee> lolz
[00:11:52] <esvee> i want to find an algorithm for a thing that i'm not sure how to name
[00:12:06] <robitx> TEttinger: give it a go https://docs.google.com/file/d/0B9xvWs0djpMpM0tpNWV3RG5lX1E/edit
[00:12:24] <esvee> i have a closed 2d shape
[00:12:39] <esvee> basically i want to 'gridif-y' i
[00:12:40] <esvee> *it
[00:12:45] <robitx> TEttinger: and tell me when you download it so I can remove it again
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[00:13:18] <esvee> something like delanuay triangulation for for squares
[00:13:19] <TEttinger> 15 seconds left
[00:16:11] <robitx> 15 seconds like from Windows dialog :D
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[00:18:04] <robitx> TEttinger: poke
[00:18:27] <TEttinger> it works
[00:18:29] <TEttinger> epic music
[00:18:44] <robitx> TEttinger: well if you are going to try and play
[00:18:49] <robitx> you should stand up
[00:19:06] <TEttinger> lol yes
[00:19:13] <TEttinger> the camera move is very jerky
[00:19:22] <robitx> tap on right side of screen will increase your speed, tap on left will slow you down
[00:19:37] <TEttinger> oh god there's tapping too?
[00:19:45] <TEttinger> I could never get the hang of tilt gams
[00:20:03] <robitx> here you should tilt your self
[00:20:05] <robitx> not the device
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[00:21:56] <Tann_> I'm messing around with pixmaps, I can't find a way to dispose of a pixmap and then, later on, create a new pixmap from the same texture.
[00:22:28] <TEttinger> robitx, I didn't try the google play services stuff
[00:22:31] <Tann_> Is this possible?
[00:22:46] <robitx> TEttinger: you would have to give me your mail
[00:22:47] <[twisti]> wow Xoppa, it took me until more than half of your article to realize that render method was from shader, not application
[00:23:05] <[twisti]> i was totally confused how a single setUniform in render could affect different objects differently :p
[00:23:11] <robitx> but thare is not much yet implemented, I just get GPGS work yesterday
[00:23:13] <Peetran> i need helps
[00:23:14] <Peetran> http://hastebin.com/xofecalasi.avrasm
[00:23:29] <Peetran> u see egg image no show for egg body
[00:23:37] <Peetran> if i make the for loop it work
[00:23:58] <Xoppa> [twisti], in that case you might want to start here http://blog.xoppa.com/creating-a-shader-with-libgdx/
[00:24:25] <robitx> TEttinger: any thoughts?
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[00:24:38] <Xoppa> note that the tutorials are sequentially / depending on each other
[00:24:47] <[twisti]> nah, the article isnt very useful for my situation anyways, i suspect i need to redo how i make my geometry in the first place
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[00:25:08] <TEttinger> robitx, I haven't given it a fair shake because I was sitting, but I personally am really bad at tilt games
[00:25:46] <TEttinger> I'm probably the worst person to try it because I kept tilting right when I should have gone left
[00:26:00] <[twisti]> i guess just passing in an array of light positions and looping through that in the vertex shader would probably be a bad thing
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[00:26:31] <Peetran_> so mayn disconects
[00:26:32] <Xoppa> why would that be bad?
[00:26:34] <robitx> TEttinger: I dont have help writen down yet, but basicaly you shouldnt tilt, you should keep device before you while standing and rotate your self
[00:26:44] <Peetran_> no can help me?
[00:26:46] <[twisti]> that seems like it would probably be very slow
[00:27:00] <TEttinger> Peetran_, I tried...
[00:27:00] <Xoppa> why would that be very slow?
[00:27:14] <TEttinger> what do you man by <Peetran> if i make the for loop it work
[00:27:16] <[twisti]> well, id think if it WASNT very slow, then everyone would be doing it
[00:27:22] <TEttinger> *what do you mean
[00:27:28] <Peetran_> i thank you trying
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[00:27:50] <Peetran_> http://hastebin.com/xofecalasi.avrasm the for loop here that i comment
[00:28:01] <Peetran_> make egg animate
[00:28:17] <Peetran_> but memory is a bad
[00:28:19] <TEttinger> why is that bad then???
[00:28:23] <Peetran_> lag slow over times
[00:28:25] <Xoppa> [twisti], thats not the reason, just give it a try, you'll be surprised how many light you can simulate in vertex shader
[00:28:31] <Xoppa> on desktop
[00:28:51] <[twisti]> well, the mobile ship kind of sailed on the thing im working on i think
[00:28:56] <Peetran_> for loop with array for body not good
[00:29:08] <Peetran_> well not for render method
[00:30:00] <robitx> TEttinger: is that thing of yours for testing?
[00:30:11] <TEttinger> robitx, which thing again?
[00:30:15] <TEttinger> the voxel pixels?
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[00:30:24] <Xoppa> there's no reason to implement some complex solution for a problem that you haven't experienced yet
[00:31:04] <robitx> TEttinger: probably, you've done ui for something
[00:31:31] <TEttinger> robitx, it's an open source project, there's some sample art here http://tommyettinger.github.io/home/PixVoxel/ and the game itself has a rudimentary AI I made
[00:31:33] <TEttinger> err
[00:31:37] <TEttinger> rudimentary GUI
[00:32:00] <TEttinger> (that is the new art that I'm slowly updating)
[00:33:08] <TEttinger> really the GUI is not something that is ideal... it only has buttons and labels so far
[00:33:20] <cobolfoo> TEttinger: not bad
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[00:33:58] <cobolfoo> reduced color palette ?
[00:34:51] <TEttinger> cobolfoo, yeah, the game actually uses a slightly different one
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[00:35:22] <TEttinger> it only has one palette stored in the atlas and then palette swaps at render time in a shader
[00:36:09] <TEttinger> but I can't terribly easily reproduce the new palette in the ones I generate without a shader (these are drawn as-is, instead of the form that needs a shader)
[00:36:44] <Peetran_> my brother he fix the english in post
[00:36:48] <Peetran_> http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=15931&p=68801#p68801
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[00:37:45] <TEttinger> ah, that's much more clear Peetran_
[00:38:08] <robitx> TEttinger: I wonder if it woulnt be easier to go 3d
[00:38:26] <TEttinger> robitx, heh, I have wondered the same. but I like the pixel art feel
[00:38:53] <TEttinger> there's about 14K voxels in each of the explosion sprites, btw
[00:39:06] <TEttinger> or rather, firing animations
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[00:42:36] <robitx> any other crazzy tester before I call it tonight?
[00:43:48] <robitx> that sounded bad, I didnt meant that you are crazzy TEttinger :)
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[00:44:43] <Tomski> Go away Peetran_
[00:44:58] <Tomski> You have used up all your lives
[00:45:40] <robitx> Tomski: whats going on?
[00:47:31] <Tomski> Perhaps if you spent the time you have spent trying to be someone else you could have learnt java basics and solved your own issues
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[00:48:17] <robitx> wow
[00:48:37] <TEttinger> Tomski, was peetran a different nick yesterday?
[00:48:46] <Tomski> Yep
[00:49:17] <Tomski> robitx, just a troll
[00:50:13] <robitx> or a child
[00:50:18] <robitx> or both
[00:50:18] <TEttinger> he was PMing me with legitimate problems, but yeah he definitely has very little java knowledge
[00:50:35] <Tomski> Dont bother, everyone has given him far too much time
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[00:51:37] <TEttinger> lol
[00:51:44] <Peewhat> why ban peetran?
[00:51:58] <Peewhat> i did a wrong?
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[00:52:06] <robitx> Peewhat: how old are you?
[00:52:15] <Peewhat> im 26
[00:52:26] <Peewhat> and from brazil
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[00:54:41] <Peewho> why i ban now two time?
[00:54:48] <Peewho> why?
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[00:55:33] <robitx> I dont know If I should lough or cry
[00:55:56] <Xoppa> its weekend! you should be happy :D
[00:56:15] <javiercito53> maybe somebody could help me: http://stackoverflow.com/questions/25335329/textarea-not-drawing-complete-text-on-libgdx thanks!!
[00:57:07] <Xoppa> http://mehl.no/stats/libgdx.html
[00:57:23] <TEttinger> woah, javiercito53
[00:57:32] <TEttinger> that's a weird problem...
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[00:58:00] <[twisti]> tried the array of uniforms, took a pretty brutal performance hit
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[00:58:38] <javiercito53> TEttinger: I thought the same :(
[00:58:39] <Ryu> Today is the day
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[00:59:14] <robitx> Xanthica: for what?
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[00:59:40] <Xanthica> That a finish a good chunk of my game
[00:59:44] <Xanthica> Nomatter what, no more distractions
[01:00:09] <robitx> good way to start by login to irc
[01:00:17] <Xoppa> :D dat
[01:00:45] <Xanthica> Yeah I know, every time I say that I'm just fishing for distractions
[01:00:57] <Xanthica> Sometimes I think I should close everything else but my dev tools and music
[01:01:02] <TEttinger> http://cuteoverload.com
[01:01:33] <TEttinger> omg kitten pile http://new.livestream.com/tinykittens/roundupkittens
[01:01:50] <robitx> Xanthica: any preview of what you are working on<
[01:02:11] <Xanthica> http://i.imgur.com/WGP97mY.png
[01:02:14] <robitx> TEttinger: so much alergies
[01:02:48] <TEttinger> haxe? traitor :P
[01:03:04] <Xanthica> lol
[01:03:21] <Xoppa> TEttinger, is there a xbmc plugin for something like that, my gf will that?
[01:03:33] <Xanthica> I'm not about that Java
[01:03:44] <TEttinger> Xoppa, livestream may
[01:03:47] <Xanthica> Although I have decent enough experience with Java
[01:03:53] <TEttinger> there are so many kitten streams
[01:06:28] <TEttinger> http://new.livestream.com/FosterKittenCam my mom watched all but one of the archived streams. she's an addict.
[01:06:41] <TEttinger> (she watched them live)
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[01:07:54] <robitx> well I am calling it night, after fixing proguard and hiero my productivity died today
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[01:09:20] <Xoppa> hmm... there doesnt seem to be an "official" plugin...
[01:10:46] <Kurtle_> .
[01:12:54] <Kurtle_> .
[01:13:24] <Kurtle_> who is awake
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[01:22:57] <tnelsond> Nobody.
[01:23:03] <jug6ernaut> whos asleep
[01:23:07] <jug6ernaut> is the real question
[01:23:08] * tnelsond is.
[01:23:25] <jug6ernaut> quite an accomplishment
[01:26:15] <smiley-> Zzz
[01:26:25] <jug6ernaut> zzZ
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[01:33:21] <baseball435> Can anyone tell me whether OrthogonalTiledMapRenderer renders only the tiles on the screen or every tile in the game?
[01:33:32] <baseball435> or every tile in the map*
[01:36:26] <dermetfan> only those on the screen, roughly
[01:36:39] <jug6ernaut> baseball435: check the source, be easy enough to check
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[01:42:54] <Kurtle_> .
[01:43:51] <jug6ernaut> ..
[01:43:57] *** holymac has quit IRC
[01:44:29] <mobidevelop> ...
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[01:45:32] <Kurtle_> ....
[01:45:57] <Kurtle_> someone is angry
[01:46:25] <jug6ernaut> such anger
[01:47:41] <Tomski> Kurtle_, sorry this room is full. Try ##java
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[01:49:03] <TEttinger> good ol' Pee trough
[01:49:30] <TEttinger> how does he keep getting so many IPs
[01:50:18] <jug6ernaut> where there is a will there is a way
[01:51:39] <TEttinger> https://www.youtube.com/watch?v=YdXQJS3Yv0Y
[01:52:26] <jug6ernaut> :|
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[01:55:12] <Kurtle> please let me stay
[01:55:30] <Tomski> are you kidding?
[01:55:53] <Kurtle> i wasn't even the last to join
[01:56:07] <Kurtle> and what do you mean full?
[01:56:12] <Tomski> You were, libgdx is full
[01:56:17] <Kurtle> it looks fine to me
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[01:56:22] <Tomski> Its a safety hazard
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[01:56:30] <Kurtle> safety hazard lol
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[01:56:45] <LtKernel> Haha
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[01:57:53] <Melvin> hello all
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[01:59:58] <TrofSivart> hello all
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[02:00:08] <Melvin> hi
[02:02:51] <Tomski> +
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[02:03:37] <TrofSivart> %
[02:05:43] <jug6ernaut> i regret nothing
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[02:06:33] <Melvin> did you kill a hooker?
[02:06:42] <jug6ernaut> not this day
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[02:07:24] <Melvin> hey tomski
[02:07:50] <Melvin> its me
[02:07:50] <Melvin> its been awhile
[02:08:16] <TrofSivart> omg is it the frog man???
[02:08:25] <Melvin> frog man?
[02:08:42] <TrofSivart> yeah. you're not him?
[02:08:48] <Melvin> no
[02:08:52] <Melvin> whos frog man?
[02:09:13] <TrofSivart> shame. he was a magical creature who escaped the ban hammer many times
[02:09:35] <Melvin> im just a guy who got kicked twice by a douche bagger who said "libgdx room is full"
[02:09:45] <Tomski> Oh god, its full again
[02:09:52] <Tomski> Sorry Melvin, you were the last to join
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[02:10:30] <TrofSivart> haha! I knew it!
[02:10:40] <TrofSivart> how long has he been keeping this up Tomski?
[02:10:54] <Tomski> couple of hours
[02:11:11] <jug6ernaut> lol
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[02:16:50] <CaptainCheese> hey folks
[02:19:22] <TrofSivart> hi CaptainCheese
[02:19:30] <TrofSivart> you remind me of my friend, the frog :)
[02:19:41] <CaptainCheese> the frog?
[02:19:51] <TrofSivart> yeah, the frog man.
[02:19:51] <CaptainCheese> :)
[02:20:04] <dermetfan> I had a private conversation with him and he actually accepted my advice
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[02:22:00] <SurelySure> hey everyone
[02:22:45] <TrofSivart> hey SurelySure
[02:24:08] <TEttinger> this is getting crazy
[02:24:16] <SurelySure> what is
[02:25:40] <SurelySure> lets party in here
[02:25:48] <SurelySure> * starts dancing
[02:26:05] <mobidevelop> You have nothing better to do in life than this?
[02:26:07] <SurelySure> https://www.youtube.com/watch?v=JlzlNpttvVM
[02:26:20] <SurelySure> i beg your pardon
[02:26:41] <SurelySure> wth was that man i just came in here
[02:27:40] <SurelySure> dancing queen onl 17
[02:27:47] <SurelySure> only*
[02:28:47] <SurelySure> disco anyone?
[02:30:25] <esvee> https://developer.mozilla.org/en-US/demos/detail/cross-hatching-glsl-shader/launch <-- this is amazing
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[02:36:49] <Xanthica> Looks pretty cool
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[02:38:55] <asdfw> Why is the Simple Game tutorial using Rectangle while there is Sprite? Does it has something with making users familar with them or what?
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[02:40:04] <mobidevelop> Probably to avoid introducing too many higher lever classes initially.
[02:40:10] <mobidevelop> Not real sure
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[02:42:18] <Xanthica> Tutorials are lame
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[02:45:35] <Xanthica> Maybe some people learn differently than myself, but I've never learned anything from tutorials when I was starting up, other than "setup" tutorials for using the API in an IDE
[02:46:24] <asdfw> I use it as reference material. Maybe there will be written something more than in comments.
[02:46:31] <Xanthica> I learned from messing around with demos, and then looking at the API docs once I understood how that API/library I was using worked
[02:47:10] <asdfw> I didn;t download them. Are they really that helpful...
[02:47:10] <asdfw> hm
[02:47:13] <TrofSivart> I use tutorials a bunch at the beginning, then I go off on my own
[02:47:16] <asdfw> Simple Game
[02:47:17] <Xanthica> I mean I fully read a programming book at a young age, but chances are I never really retained any of that, the only way I retained concepts was through practice
[02:47:23] <asdfw> And then to demos.
[02:47:37] <TrofSivart> I like reading source code. and demos.
[02:47:44] <TrofSivart> but first I always do a few tutorials
[02:48:31] <asdfw> Young age is <16?
[02:48:40] <Xanthica> Yeah
[02:48:46] <Xanthica> I was around 14-15
[02:48:49] <Xanthica> I'm 20 now
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[02:49:06] <asdfw> I'm 15 now :3
[02:49:11] <Xanthica> Before then I was doing visual programming when I was about 10-13
[02:49:11] <TrofSivart> :O
[02:49:14] <Xanthica> Game Maker and stuff like that
[02:49:23] <TrofSivart> I didn't start programming until I was 19
[02:49:55] <dermetfan> my father tried to teach me Basic when I was 8
[02:49:59] <Xanthica> I was making really, really bad pixel art when I was about 8-9 lol
[02:50:00] <dermetfan> but guess what it kinda didn't work out
[02:50:02] <asdfw> I was so scaried to not be 'good enought' as a programmer that I started learning.
[02:50:33] <Xanthica> I mean I guess technically I was "programming" at the time of 8-9 if you count basic HTML, which I don't.
[02:50:43] <Xanthica> Basic HTML and PHP
[02:50:52] <dermetfan> PHP counts
[02:50:59] <Xanthica> Well it was really basic
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[02:51:33] <Xanthica> Either way I think all those tiny experiences made programming and game development a lot less of a foreign concept as I got older
[02:52:03] <Xanthica> I was scared of not being a good enough programmer when I was learning aswell, but everyone gets intimidated by something they're learning
[02:52:26] <Xanthica> If you start off only knowing basic algebra, and you look at a calculus problem and have no idea what's going on, you'll be intimidated
[02:52:45] <Xanthica> If you've barely ever programmed before, and you look at a wall of code that you don't understand, you'll be intimidated
[02:52:55] <asdfw> Thanks :)
[02:52:55] <mobidevelop> dermetfan: how is same coming along?
[02:53:16] <asdfw> I really helps me reading about other people experiences.
[02:53:25] <asdfw> It*
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[02:55:13] <Xanthica> It's also an age thing I think, some people have the dicipline of learning programming at 15, but with having to go to highschool every day, ect. I was very on and off with programming
[02:55:15] <dermetfan> mobidevelop: sloowly. I think I'm gonna use ashley for the models. plugins could create their own components inclusive logic and rendering + you would be able to create new model prefabs at runtime. Allergic reaction or reasonable?
[02:55:25] <Xanthica> I only started becoming serious the past 2-3 years
[02:55:46] <Xanthica> Helps that I'm majoring it in college but meh
[02:56:22] <mobidevelop> dermetfan: sounds reasonable, would ashley be a runtime dependency of the output then?
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[02:57:19] <asdfw> I can say that I behave similar.
[02:58:03] <dermetfan> mobidevelop: no, I think I can even avoid a runtime lib
[02:58:13] <mobidevelop> Nice
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[02:59:23] <dermetfan> I mean you still need a loader that parses the files, but that's just like TmxMapLoader or something. Not like Overlap2D's runtime, for example
[02:59:26] <TrofSivart> hey dermetfan, you figure out ashley a bit more?
[03:00:03] <mobidevelop> Got it
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[03:01:00] <TrofSivart> Xanthica: that's pretty interesting, I never was interested in coding games until I got to college. I tried starting out with Construct and making games by drag and drop, but I realized you needed to code to make what you really wanted. Now I love code. I've only been coding for like 2 years now :)
[03:01:28] <dermetfan> TrofSivart: Yeah, thanks again for those examples
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[03:04:39] <dermetfan> does any of the redditors here know if you can change the subreddits in that top bar? there's a customize link and I unsubbed all, but they're still there
[03:05:45] <TrofSivart> dermetfan, sometimes it takes a bit of time to update. Make sure you've subscribed to at least a few other subreddits first
[03:06:00] <bhldev_> evening gentlemen
[03:06:08] <bhldev_> on week three of working for a gaming company
[03:06:16] <bhldev_> and its grand
[03:06:19] <mobidevelop> Still love it?
[03:07:04] <bhldev_> yeah but only because the culture and environment is unique
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[03:07:55] <bhldev_> I really lucked out
[03:08:27] <mobidevelop> So you like the workplace more than the work?
[03:09:25] <TrofSivart> could you share which company, or no?
[03:09:30] <TrofSivart> and what are you developing for?
[03:09:36] <bhldev_> the work is fine I am working on their internal engine or unity plugins it's low stress high fidelity I like making tools for artists
[03:10:30] <bhldev_> sent
[03:11:35] <dermetfan> TrofSivart: The ones I subbed to are already there, but the other garbage is too :/
[03:12:19] <TrofSivart> dermetfan, yeah unless you push the the default subreddits off the screen to to the right, you have to see them there next to your subscribed subreddits
[03:12:32] <dermetfan> ah, unfortunate
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[03:32:41] <asdfw> Ok, I;ve done nothing today again.
[03:32:46] <asdfw> Going to sleep. Bye.
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[03:38:12] <Simpleton> hey hey hey
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[03:38:33] <Simpleton> i need a good tutorial on using pool for box2d
[03:39:18] <Simpleton> or an example
[03:39:23] <Simpleton> anyone?
[03:40:34] <dermetfan> why do you need a pool for box2d?
[03:40:39] <dermetfan> box2d already pools bodies
[03:41:46] <BlueProtoman> Simpleton: Box2D already pools the important stuff under the hood.
[03:42:00] <Simpleton> it does?
[03:42:02] <Simpleton> o
[03:44:10] <BlueProtoman> Check the source code of the World class
[03:44:47] <Simpleton> ah
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[05:42:15] <Xanthica> The lonley life of a gamedev
[05:43:31] <TEttinger> Xanthica, heh
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[05:43:44] <TEttinger> kalle_h, any new screens/gifs to show?
[05:46:18] <Simpleton> i think im dying
[05:46:51] <Xanthica> We're all dying
[05:46:55] <Xanthica> Slowly and painfully of old age
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[05:49:31] <TrofSivart> ello !
[05:50:03] <TEttinger> hey again TrofSivart
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[05:52:07] <ness_> Hi
[05:52:29] <ness_> i have this issiu with Box2DMapObjectParser
[05:52:33] <ness_> http://www.java-gaming.org/index.php?topic=30975.0
[05:52:39] <ness_> issue*
[05:54:11] <Simpleton> true Xanthica, true
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[05:55:56] <dermetfan> Looks like texture bleeding: http://pastebin.com/AjUbCVSa
[05:56:17] <dermetfan> doesn't have anything do with the Box2DMapObjectParser though
[05:58:01] <TEttinger> dermetfan, do texture bleeds happen at odd intervals like in the video?
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[05:59:17] <ness_> ok, i'll read
[05:59:19] <dermetfan> TEttinger: I don't know, I'm not having the problem, ask ness_
[05:59:19] <ness_> thanks
[05:59:47] <TEttinger> dermetfan, oh I just saw that the bleeds weren't constant, I don't know how texture bleeds look usually
[06:01:00] <dermetfan> TEttinger: Well, like in the video (I think, never happened to me)
[06:01:56] <ness_> in my textures only appear horizontal lines
[06:02:08] <ness_> and always in the same place
[06:03:33] <dermetfan> Depending on your tile sheet, it might still be texture bleeding
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[06:30:21] <ness_> it's recommended to use texturepacker?
[06:30:43] <TEttinger> yes
[06:30:56] <TEttinger> it should default to 2px of padding
[06:31:44] <ness_> i figured that margin and spacing was my problem
[06:32:22] <ness_> setting 1 px it doesn't bleed
[06:32:29] <TEttinger> good!
[06:32:41] <ness_> but the grid doesn't fit to the tile
[06:33:02] <TEttinger> uh? that
[06:33:06] <TEttinger> that's odd
[06:33:27] <TEttinger> how are you configuring texturepacker, if at all?
[06:33:42] <ness_> im no using texturepacker
[06:33:57] <TEttinger> oh, that's what I meant, padding in texturepacker
[06:34:12] <TEttinger> how are you loading textures?
[06:34:26] <TEttinger> do you have a tile sheet?
[06:35:08] <ness_> yes
[06:35:09] <ness_> this one
[06:35:11] <ness_> http://opengameart.org/content/castle-platformer
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[06:36:43] <TEttinger> I've used a combination of http://download.cnet.com/TileMage-Image-Splitter/3000-6675_4-10589275.html and texturepacker to turn spritesheets into better atlases
[06:37:47] <ness_> i'll try using those
[06:37:47] <ness_> thanks
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[06:38:05] <TEttinger> tilemage is fairly easy, if you run into any trouble just ask
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[06:57:32] <TEttinger> ness_, if you need help running TexturePacker, I used this command line from the 1.2.0 release folder after unzipping:
[06:57:49] <TEttinger> java -Xmx1g -cp gdx.jar;extensions/gdx-tools/gdx-tools.jar com.badlogic.gdx.tools.texturepacker.TexturePacker SOURCE_FOLDER DESTINATION_FOLDER
[06:58:19] <TEttinger> replace source and destination folders with whatever places you put them and want them put
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[07:01:31] <TEttinger> ness_, the current version release should be the same command line as I used for 1.2.0
[07:01:56] <TEttinger> the thing at the start, -Xmx1g, is just so I can handle a ton of images
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[07:05:05] <ness_> nice, thanks :D
[07:06:18] <TEttinger> there's a more in-depth guide on the wiki, including different config you can use to shrink the size of an atlas
[07:06:41] <TEttinger> also, how to set stuff like mipmapping
[07:11:53] <TEttinger> time for sleep, best of luck, ness_!
[07:19:59] <ness_> thanks bro :)
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[07:28:39] <friedchicken> !upload
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[07:42:36] <aeprotestsi> how do I set the rotation of an orthographic camera?
[07:42:45] <aeprotestsi> Like, not .rotate, because that *adds* rotation
[07:46:28] <TEttinger> aeprotestsi, I'd imagine you'd change the matrix in some way
[07:46:51] <TEttinger> oh, ness_, did you get it working?
[07:48:14] <TEttinger> if you're doing a castlevania-like, there's also http://oryxdesignlab.com/product-sprites/fdz80fn8uj07578uqnj8p2n1qbxxdi
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[07:49:57] <ness_> working 100%
[07:50:09] <TEttinger> woo!
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[08:08:20] <Simpleton> what can cause textures and font to turn black all of a sudden?
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[08:13:01] <Simpleton> what a nice quote
[08:14:33] <Ashiren> does it happen after pausing and resuming?
[08:15:14] <Simpleton> it happens after a set amount of time playing
[08:15:35] <Simpleton> the hud and bodies all lose their textures to black boxes
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[08:17:03] <Ashiren> o.o
[08:17:14] <Ashiren> dunno
[08:17:26] <Ashiren> i hope you initialize them on create, not each time on render :?
[08:17:38] <Simpleton> indeed
[08:17:47] <Simpleton> i already know about this
[08:19:02] <Ashiren> might be crappy gpu... have you tried on other machine
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[08:25:43] <Fainosag_> hi, someone for a quick box2d question?
[08:26:13] <Fainosag_> i want to make like a spinning circle with mousejoint def, (to rotate)
[08:26:35] <Fainosag_> what should I do to keep the circle on screen without moving?
[08:26:46] <Fainosag_> just rotating when i drag with mousejointdef
[08:35:08] <Fainosag_> how to make a nail in box2d?
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[09:53:05] <erynia> hello :)
[09:53:18] <erynia> I am wondering of something like this can be done easily in libgdx? or done at all
[09:53:19] <erynia> https://www.youtube.com/watch?feature=player_detailpage&v=STm55OVbpGo#t=174
[09:54:38] <erynia> I'm mostly concerned about the ground
[09:54:47] <erynia> it doesn't look like a normal isometric view...
[09:54:54] <LiquidNitrogen> probably not too difficult
[09:55:14] <noooone> sure, easypeasy
[09:55:35] <noooone> it's actual 3D with bitmap decals
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[10:33:48] <aeprotestsi> Is SpriteBatch or ShapeRenderer faster for drawing rotated rectangles?
[10:34:03] <aeprotestsi> I mean, I'd assume ShapeRenderer, but like, hm, by how much?
[10:36:01] <noooone> spritebatch draws images
[10:36:17] <noooone> rotating those and scaling etc will result in burring
[10:36:31] <noooone> *blurring
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[10:37:13] <aeprotestsi> well yeah, but I could disable filtering
[10:37:43] <aeprotestsi> I mean, I would literally be taking a 1x1 texture and scaling it up
[10:38:00] <noooone> how do you daw a rectangle with a 1x1 texture?
[10:38:16] <noooone> ah, you are talking about filled rectangles?
[10:38:25] <aeprotestsi> yeah
[10:38:32] <aeprotestsi> shoulda clarifief
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[10:38:35] <aeprotestsi> *clarified
[10:39:44] <aeprotestsi> I only ask because I have a bunch of game objects, some of which can be easily drawn with shaperenderer, and one of which (a checkerboard pattern) probably shouldn't be
[10:39:53] <aeprotestsi> and obviously you can't nest the begins/ends
[10:41:07] <noooone> you can't? I've never tried it
[10:41:42] <aeprotestsi> no, it does funny things
[10:41:45] <noooone> I guess you could just try it
[10:42:08] <noooone> draw 10k rotated rectangles with spritebatch and shaperenderer and see which one would be faster
[10:42:18] <noooone> but I think spritebatch is the way to go
[10:42:24] <aeprotestsi> probably
[10:42:44] <aeprotestsi> luckily I only have like, 10 or so rectangles at any time
[10:42:55] <noooone> the performance should not really make a big difference, but with spritebatch you can easily switch from a 1 coloured checkerboard, to something with textures
[10:43:16] <noooone> 10? well, then you should really not care about performance
[10:43:54] <aeprotestsi> they're very complex rectangles
[10:44:04] <aeprotestsi> with dozens, I mean *dozens* of pixels
[10:48:24] <noooone> in this case you should probably limit the supported devices of your game
[10:48:41] <noooone> only quadcores with screens smaller than 320x240
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[10:48:53] <LiquidNitrogen> only atari
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[10:51:14] <aeprotestsi> noooone: I knew there was a catch
[10:51:31] <aeprotestsi> oh, damn, looks like you can't change the transformation matrix in the middle of a spritebatch
[10:53:53] <noooone> why do you need that?
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[10:54:55] <aeprotestsi> I love using matrices
[10:55:12] <aeprotestsi> they're like shaders. Kinda annoying when you first use them, but once you learn how useful they are, you never go back
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[12:55:33] <McDax> stuttering <3
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[13:11:19] <kunterbunt> Getting help mentioned to use IRC, never used it before. I'm having problems getting u_pointLights[i].position in fragment shader. People use it in vertex shader and it works there. What should I do?
[13:12:01] <[twisti]> show your shaders on a pastebin
[13:12:06] <[twisti]> and what exactly are your problems ?
[13:12:18] <kunterbunt> All positions are 0.0
[13:12:48] <kunterbunt> How do I past the shader to the so called pastbin?
[13:13:02] <robitx_zzz> pastebin.com
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[13:15:22] <kunterbunt> OK, pastbin is nice. just put my shader there at http://pastebin.com/BqF7cgKA
[13:16:27] <kunterbunt> The shader is just the default shader + some additions that I marked. Currently they just calculate the max positions of all lights and set the color to debug this.
[13:17:28] <kunterbunt> I'm testing this on a PC with nvidia card. So, nothing fancy. Searched for days to find anybody posting code that works, but cold not.
[13:17:52] <[twisti]> where does v_Position come from ?
[13:17:59] <esvee> gare you trying to do forward+ rendering?
[13:19:36] <esvee> (looking at the code) nevermind that
[13:20:30] <kunterbunt> v_position is coming from vertex shader, but not used now, as I removed all code, but debugging.
[13:20:53] <kunterbunt> I'm trying to calculate the intensity of all point lights per fragment. Not sure how this is called.
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[13:21:43] <[twisti]> ah, i see now, and you get darkness everywhere ?
[13:21:56] <kunterbunt> yes sir.
[13:22:56] <kunterbunt> And I know that these lights are everywhere, distributed as a grid. And the same algorithm works in vertex shader.
[13:23:16] <[twisti]> i would say that colors should be in the 0-1 range, so your positional values should most likely exceed the range, but i guess even if you exceed it youd still get some light or random light
[13:23:56] <kunterbunt> Correct, the system will normalize automatically. I get very white color in vertex shader.
[13:24:22] <[twisti]> then ive got no idea
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[13:24:35] <[twisti]> out of curiousity, how is numPointLights defined ?
[13:24:54] <[twisti]> i mean how is it set on the java side
[13:25:30] <kunterbunt> No idea. This is libgdx internal, but I know that it has a value that is correct. Not 0.
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[13:27:00] <[twisti]> for what its worth, i did the exact same thing just yesterday, and it worked fine
[13:27:27] <[twisti]> one notable difference is that i hard coded my light count, thats why i asked
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[13:27:59] <kunterbunt> No need. original code used it like that and it works in vertex shader.
[13:28:28] <kunterbunt> What? You did the same thing and it worked?
[13:28:39] <kunterbunt> What libgdx version did you use?
[13:28:53] <kunterbunt> I used 1.2.0 and now 1.3.1
[13:28:58] <[twisti]> 1.2 i think ? not sure, and dont have the code around now
[13:29:35] <kunterbunt> You are sure that you can get none zero position from pointlights in fragment shader?
[13:29:36] <[twisti]> one mistake i made was set my version of v_Position to gl_Position
[13:29:55] <[twisti]> well, my code looks very different from yours
[13:30:08] <[twisti]> but i pass in a uniforms array for lights and use it in the fragment shader
[13:30:17] <kunterbunt> Ya, I got really confused with all these names. libgdx is not using the normal names and I confised attributes and variables.
[13:30:34] <kunterbunt> Pass in from where?
[13:30:56] <kunterbunt> It gets passed in from libgdx automatically
[13:30:57] <[twisti]> no, i mean, i set my v_Position version to the modified gl_Position, the one thats multiplied by world coords and transforms, while i passed my lights in unmodified
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[13:31:05] <[twisti]> well i pass mine myself
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[13:31:19] <kunterbunt> From vertex shader?
[13:31:22] <[twisti]> from code
[13:31:31] <[twisti]> shader.setUniform3fv or whatever
[13:31:38] <kunterbunt> I have no idea how you would do that.
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[13:32:03] <kunterbunt> But this means that you get the light sources 2 times. libgdx and yours?
[13:32:05] <[twisti]> probably the same way libgdx does it ;)
[13:32:13] <[twisti]> no, just mine
[13:32:20] <[twisti]> i dont use the default shader
[13:33:04] <kunterbunt> This has nothing to do with the shader. libgdx will declare these uniform variables for you automatically when you pass any shader.
[13:33:53] <[twisti]> i dont think thats correct
[13:34:11] <kunterbunt> The code is in DefaultShader.java. It is used by ModelBatch.
[13:34:11] <[twisti]> i suspect that we do things pretty differently on the java side of things
[13:34:33] <[twisti]> again: i dont use the default shader. nor modelbatch.
[13:34:49] <kunterbunt> Looks like. I just followed tutorials.
[13:35:15] <kunterbunt> Ah, no ModelBatch. That explains a lot.
[13:35:36] <kunterbunt> What should I do now? Post in the forum?
[13:36:12] <[twisti]> or wait a bit, its pretty early for most regulars here
[13:36:22] <[twisti]> later in the day it gets busier
[13:36:44] <kunterbunt> I'm in Germany. It is 13:36. You are in?
[13:37:50] <kunterbunt> Thanks!
[13:37:51] <[twisti]> auch deutschland ;)
[13:38:02] <kunterbunt> He, he, he...
[13:39:13] <[twisti]> but many people here are from the states, and many of the european ones have unhealthy sleeping patterns ;)
[13:39:59] <kunterbunt> Thanks again. Will wait and see.
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[13:56:37] <[twisti]> for what its worth, this is my dirty in progress shader: http://pastebin.com/daEupJPR
[13:56:43] <[twisti]> and that draws lights fine
[13:57:28] <[twisti]> the only relevant vertax shader bit is vertex_pos = a_position.xyz;
[13:58:34] <[twisti]> i only send light position because i didnt want to bother with color during testing
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[14:07:52] <kunterbunt> Interesting code. this would not work at all with ModelBatch.
[14:08:56] <kunterbunt> I'm too new to this, to be leaving the shallow waters yet. Need to stick to ModelBatch for new and try to see what I do wrong, or what libgdx is doing wrong.
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[14:24:16] <robitx> libgdx doing wrong, so presumptuous :D
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[14:28:17] <mobidevelop> O.o
[14:29:49] <kunterbunt> Ah, yes, maybe a bit presumptuous for my first time. Just counting the possibilities. You know mathematically.
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[15:28:18] <LiquidNitrogen> hey, how do i get the ~ from keyboard input?? it doesnt seem to be present
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[15:34:04] <Salatkopf> Anyone every had the problem thath when you export your .apk and install it on you phone, somehow not all changes you made in your code actually happened?
[15:34:58] <Salatkopf> It's like it's installing an old version of my game. Furthermore i can change random things like colors and stuff, but my jumpanimation is not displayed.
[15:35:28] <Salatkopf> On Desktop everything is fine.
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[15:36:31] <Ashiren> then uninstall first
[15:37:47] <nexsoftware> I assume you are using Eclipse.
[15:38:18] <nexsoftware> Eclipse very rarely has things in sync.
[15:38:39] <Salatkopf> Things in synch?
[15:38:54] <Salatkopf> @Ashiren, already did. No change.
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[15:39:50] <nexsoftware> Often times you have to make a change in the Android project for it to pick up changes made in another project.
[15:41:53] <Salatkopf> Already tried to change folders in assets. (Textures for the game). But i will change sth. else ... give me a minute
[15:42:13] <absof25> what is Camera.combined? I dont understand what it does?"the combined projection and view matrix"
[15:44:11] <Salatkopf> Changed a permission in the AndroidManifest.xml and code in the class AndroidLauncher.java. Still not better.
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[15:45:55] <noooone> absof25: you can usually split the camera in two different matrices... one is the "view" which includes position, rotation, the other one is the "projection" which causes a "perspective" view for example. it also includes the viewport I think
[15:46:18] <nexsoftware> Salatkopf: change code
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[15:47:48] <Salatkopf> I did. In the AndroidLauncher.java inside the Android-Project.
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[15:51:31] <nexsoftware> Then you are not installing what you think you are
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[15:52:25] <nexsoftware> Do a clean, rebuild re-export to a new location then reinstall
[15:52:42] <nexsoftware> Uh oh badlogic-mbp is here
[15:53:19] <Salatkopf> Will try.
[15:57:02] <Salatkopf> Didn' help.
[15:58:11] <nexsoftware> Then you are not doing something correctly. I'm out of suggestions.
[16:00:40] <Salatkopf> I don't know it either. It seems extremly random. The game after installing it with the .apk File behaves like an old version I had yesterday. I can change literally anything but the jumpanimation i made today.
[16:01:13] <Salatkopf> Also reinstalled Eclipse and re-downloaded ADT and SDK
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[16:23:11] <esvee> stupid non-manifold geometry :|
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[16:25:58] <Kajos> hi, just a quick question: im building with gwt, but my assets are refusing to load. its seems a cache issue
[16:26:28] <Kajos> ive emptied the cache in chrome by holding the reload button
[16:26:48] <Kajos> older assets load fine, newer ones are "missing"
[16:27:15] <Kajos> could it else be that my tomcat server is caching files?
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[16:32:27] <HunterD> hi! is the 65k limit for the number of vertices a mesh can have or for the number of indices?
[16:35:21] <Kajos> HunterD: https://stackoverflow.com/questions/7369238/max-size-for-vertex-buffer-objects-opengl-es-2-0
[16:35:45] <Kajos> maybe that helps
[16:36:32] <HunterD> so for mobile platform in order to be safe I should have less than 65K per mesh
[16:37:28] <Kajos> afaik you can go beyond that, but im not 100% sure. 65000k is the limit of the indices as you say
[16:37:56] <Kajos> you could write a simple test with Mesh and just write a lot to the backing verticesbuffer
[16:39:30] <HunterD> Kajos: thank you for tip, I will investigate this limit
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[17:03:14] <noooone> how would I get a PixMap from a TextureRegion of a TextureAtlas?
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[17:04:46] <mobidevelop> Not easily
[17:05:37] <noooone> how can I access the textures pixel-wise in code?
[17:06:10] <mobidevelop> But loading them as Pixmaps
[17:06:15] <mobidevelop> By
[17:08:01] <noooone> hmm
[17:08:07] <Chilley_> i'm trying to learn kryonet and downloaded a sample chatclient and chatserver which works on same computer when i type localhost or local ip in client but it wont connect when i type in the external ip, should it work using that when server and client is on same computer?
[17:08:20] <esvee_> check firewall
[17:08:29] <esvee_> (if your behind nat)
[17:09:51] <noooone> "A Pixmap stores its data in native heap memory" what is native heap memory?
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[17:12:36] <mobidevelop> Not java heap
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[17:13:44] <noooone> o_O
[17:14:48] <noooone> oh, I see, PixMap delegates to Gdx2dPixmap which has native methods...
[17:15:01] <noooone> that's weird
[17:15:39] <mobidevelop> It is particularly useful on Android
[17:16:30] <noooone> is it because of performance, or why is that?
[17:16:35] <mobidevelop> Android apps often have a very limited Java heap, but only soft limits on native memory (unless you go overboard you'd likely never be limited).
[17:17:40] <Kajos> does anyone know here how to clear the server side cache when running gwt?
[17:17:52] <mobidevelop> What do you mean?
[17:18:26] <noooone> that doesn't make much sense at all... I'm suprised with what kind of shitty problems libgdx deals behind the curtains
[17:18:26] <mobidevelop> The GWT output is purely client-side.
[17:18:39] <Kajos> ive built my application with gwt, however my shaders dont update
[17:19:13] <mobidevelop> Ctrl+F5 always
[17:19:14] <Kajos> yeah but i think my server is caching, but im not familiar with tomcat or glassfish
[17:19:27] <Kajos> doesnt help, i dont think its client side thats caching
[17:19:54] <mobidevelop> I see, I just use a plain old http server so no clue.
[17:19:58] <Kajos> with chrome, i press f12, then long press refresh button and clear cache
[17:20:18] <Kajos> ah i might try that then, thanks
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[17:27:08] <SoniEx2> can I use this with gradle?
[17:27:24] <mobidevelop> define this
[17:27:35] <SoniEx2> libgdx
[17:27:56] <mobidevelop> Yes, the setup with create a gradle project for you
[17:28:02] <mobidevelop> *will
[17:28:27] <noooone> mobidevelop: Texture.consumePixmap(), can I use this?
[17:28:28] <SoniEx2> how can I add it to an existing gradle project?
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[17:28:46] <mobidevelop> Sure, if you know gradle
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[17:29:21] <mobidevelop> You mean an existing Android app without libgdx?
[17:29:49] <mobidevelop> I'd look at the output of the setup and pull in the parts that you need
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[17:36:58] <noooone> textureRegion.getTexture().getTextureData().consumePixmap() seems tow ork
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[17:37:03] <noooone> *to work
[17:37:28] <noooone> not exactly sure what it does though
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[17:48:30] <[[derek]]> hey
[17:48:35] <[[derek]]> quick someone give me a link
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[17:51:44] <noooone> o_O
[17:52:03] <Lecherito> a link for what
[17:52:04] <Lecherito> xD
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[17:53:45] <Ashiren> zelda
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[17:56:49] <Salatkopf> Anyone ever had this error message when executing the DesktopApplication?
[17:56:51] <Salatkopf> Program: C:\Program Files\Java\jre7\bin\javaw.exe This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information
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[17:58:43] <InspiredNotion> Hello
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[17:59:46] <TEttinger> Salatkopf, yes I have. it usually happens in native code called by your code or libgdx, due to some call that went wrong in your code
[18:00:08] <TEttinger> hey InspiredNotion
[18:01:00] <Salatkopf> Solution? It just appeared after I changed some Tiles in the Tiled-Editor and refreshed my Project...
[18:01:14] <TEttinger> oh that's interesting
[18:01:18] <TEttinger> it worked before?
[18:01:38] <Salatkopf> Yes :D
[18:01:49] <Salatkopf> Pretty random i find.
[18:01:53] <TEttinger> are you using box2d and the tiles you changed have some effect on how box2d works?
[18:02:35] <Salatkopf> Yes, indeed.
[18:02:41] <TEttinger> Salatkopf, a good way to figure out what causes it is stepping through your program with a debugger
[18:02:43] <Salatkopf> I have a collisionLayer
[18:04:40] <Salatkopf> Yes, maybe. I'll see if the error disappears after that.
[18:04:49] <TEttinger> Salatkopf, well it will help you find it
[18:05:20] <TEttinger> maybe set some breakpoints before where you create the tiledmap and after it's successfully created?
[18:05:30] <TEttinger> see if it even gets to the second
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[18:09:25] <Salatkopf> Yeah, problem is sth. with the ChainShape
[18:09:25] <Salatkopf> File: /var/lib/jenkins/workspace/libgdx/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Collision/Shapes/b2ChainShape.cpp, Line 66
[18:09:42] <Salatkopf> I use ChainShapes to create my ground
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[18:10:03] <TrofSivart> hi guys
[18:12:01] <mobidevelop> Salatkopf, that means your vertices are too close together
[18:12:40] <Salatkopf> ah, okay.
[18:12:51] <Salatkopf> But they were close before :/
[18:13:26] <mobidevelop> They are closer now
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[18:13:57] <Salatkopf> Obviously ^^
[18:16:04] <Salatkopf> Ah! Found the mistake. Missplaced a collisionBox in Tiled-Editor. Thanks @TEttinger and @mobidevelop for your help!!
[18:16:17] <TEttinger> cool, glad to help Salatkopf
[18:16:35] <mobidevelop> Gah, I don't want to extend Table
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[18:26:22] <TrofSivart> infected mushroom is the best
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[18:32:23] <noooone> mobidevelop, why not?
[18:33:20] <mobidevelop> Because I hate having to extend table just for the layout
[18:34:05] <mobidevelop> But it is the path of least resistance
[18:34:24] <InspiredNotion> hey guys if is set a onCompleteListener on music, once it ends it shoudl do something .. right?
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[18:36:30] <esvee_> man geometry wars has some nice graphics
[18:36:33] <esvee_> i'ma steal that grid effect
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[18:37:22] <noooone> InspiredNotion: no, it doesn't have to do anything. it's just a callback
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[18:38:12] <InspiredNotion> ok.. i got it setup like this http://pastebin.com/8tV7Emp7
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[18:38:37] <InspiredNotion> guess ing its the right way to do it..
[18:40:11] <noooone> ^that depends on what you want to do...
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[18:41:14] <InspiredNotion> after 5 min count down play music.. once its played set the state to a new state
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[18:42:02] <InspiredNotion> currently playing it twice for somereason..
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[18:49:14] <[[derek]]> Hum, well 3D collsion detection is working again now for some reason
[18:49:20] <[[derek]]> not 100% why
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[18:59:11] <TrofSivart> wow, just figured out collision detection, and setting user data and such in box2d. feelsgoodman :D
[18:59:30] <esvee_> congrats :)
[18:59:53] <esvee_> it was pretty hard for me at the beginning, especially the collision masks and the whole pre-solve post-solve thing
[19:00:02] <esvee_> still struggling with it :)
[19:00:20] <TrofSivart> yeah I haven't messed with collision masks yet
[19:00:32] <TrofSivart> im actually using box2d only for collision detection not for handling physics
[19:01:02] <esvee_> oh
[19:01:07] <esvee_> you don't the response
[19:02:05] <TrofSivart> I basically have my rigidbodies manually follow sprites, and use the callback on fixture overlap to do collisions
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[19:05:48] <esvee_> i'm now trying to implement a 'scanline' type algorithm to create a grid of points planarly connected
[19:05:53] <esvee_> brute force ftw
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[19:07:28] <esvee_> i.e given k input points planarly connected and (x,y) coordinates, connect the new point to all possible points while still keeping the graph planar
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[19:09:06] <bhldev_> what sort of toolchain do people use with libgdx for professional development?
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[19:09:22] <bhldev_> like how are artists laying out the images
[19:10:30] <mobidevelop> Yay, my numeric stepper widget is pretty much done.
[19:10:53] <bhldev_> whats it do
[19:11:08] <mobidevelop> http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/mx/controls/NumericStepper.html
[19:11:12] <bhldev_> btw I'm thinking of upgrading my slowass macmini ram from 2 gb to 8 gb do you guys think it's worth it
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[19:24:07] <TrofSivart> how does box2d determine which object is fixtureA and which is fixtureB when doing collision detection?
[19:24:20] <TrofSivart> shouldn't fixtureA always be a self-reference?
[19:24:37] <noooone> self? what is self?
[19:25:48] <TrofSivart> I guess not actually, contact listeners aren't ties to bodies or fixtures
[19:27:39] <esvee_> use the user data to figure out who's who
[19:28:02] <TrofSivart> I know but I dont want to have to check both fixtures each time
[19:28:29] <esvee_> TS :| maybe use heuristics using instanceof
[19:29:02] <esvee_> although that wouldn't help much in that case
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[19:31:11] <TrofSivart> eh not that big of a pain, maybe I'll find a way around it
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[19:32:47] <nexsoftware> Why don't you want to check both?
[19:32:54] <noooone> I've build this long time ago: https://gist.github.com/nooone/10593791
[19:33:08] <TrofSivart> I don't like typing extra lines
[19:33:13] <noooone> makes it pretty easy to add new collision handlers between two entities
[19:34:00] <nexsoftware> It is one or two extra lines, once per contactlistener
[19:34:17] <nexsoftware> Any workaround is going to be more than that
[19:35:48] <TrofSivart> Cool noooone, bookmarked. I gtg, will read later. ty:D
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[19:36:09] <[[derek]]> I keep getting this error when trying to call DynamicWorld.stepSimulation(...)
[19:36:41] <[[derek]]> http://pastebin.com/q5hCazQp
[19:36:48] <[[derek]]> not to sure what is up with that
[19:36:56] <[[derek]]> if I remove .stepSimulation, the game runs just fine.
[19:37:09] <noooone> that's probably an exception in a callback
[19:37:28] <[[derek]]> I know that, I just want to know what I did wrong that caused it.
[19:37:39] <noooone> how should we know that?
[19:37:58] <[[derek]]> well
[19:38:01] <noooone> set breakpoints in all callbacks and debug it
[19:38:12] <[[derek]]> I thought someone with more experiance than I would know were I went wrong
[19:38:23] <noooone> how? it'S literally 0 information
[19:38:37] <[[derek]]> there is some there
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[19:38:53] <noooone> well
[19:39:00] <noooone> okay there really is
[19:39:00] <[[derek]]> breakpoints would be uselss because I already know where it is occuring, and its C++ code that is throwing the final error so no hope their
[19:39:05] <noooone> your solver gets GCed
[19:39:09] <noooone> keep a reference to it
[19:39:42] <noooone> Disposing btSequentialImpulseConstraintSolver(139790050711632,true) due to garbage collection.
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[19:39:54] <[[derek]]> ah that makes sense, thank you
[19:39:58] <nexsoftware> Boo GC
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[19:51:32] <[[derek]]> ack, for some reason my bullet object keeps falling through the model I made in blender
[19:51:44] <jug6ernaut> if i have a Vector3 vec = new Vector3(0,0,0), and i do camera.project(camera.unproject(vet)); should the resulting vector be 0,0,0?
[19:51:54] <[[derek]]> it works fine in the centre, but phases through when you get further away
[19:52:58] <[[derek]]> jug6ernaut: project isn't terribly complicated, here is the source: http://pastebin.com/18g2f7BU
[19:54:55] * jug6ernaut sighes
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[20:12:51] <[[derek]]> I found a bug. When exporting fbx from blender collsion is not handeled on the object propelly by libgdx, the auto generated collsion mesh is to small. However when exporting as an obj the collsion mesh is just fine.
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[20:13:35] <[[derek]]> this is to do with Bullet 3D by the way. I am using Bullet.obtainStaticNodeShape()
[20:14:04] <[[derek]]> Is this a problem with Libgdx, blender or fbx-conv? I'm really confused.
[20:15:09] <[[derek]]> Xoppa: do you have any thoughts on this?
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[20:19:17] <Chris____> Hey guys!
[20:19:33] <Xoppa> [[derek]], don't expect a visual model to work as physics body https://github.com/libgdx/libgdx/wiki/Bullet-physics#create-a-collision-object-from-a-model
[20:21:07] <aeprotestsi> is there an intersect rectangle and line segment method somewhere?
[20:21:18] <InspiredNotion> hi guys, font.draw(stage.getBatch(), displayString, W/2 - displayString.length()/2,350 ); trying to get the font centered on the screen? would this be the correct way to do it?
[20:21:35] <[[derek]]> Xoppa: the model works just fine when exporting from blender as an obj file and converting it using fbx-conv, but when I do the same but export as a fbx file from blender the collsion doesn't work
[20:21:51] <Xoppa> never ever use obj
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[20:22:19] <Xoppa> you're probably using scaling (which obj doesnt support, so the exporter bakes them for you).
[20:23:03] <[[derek]]> Scaling as using S while in blender?
[20:23:55] <nexsoftware> InspiredNotion: nope
[20:24:33] <InspiredNotion> think i might have got it.. one sec.. just trying something else :)
[20:24:37] <Xoppa> i dont know blender, if you want to check it then open the resulting g3dj file in a text editor and check if there's any scaling component other than 1,1,1
[20:25:27] <Chris____> I decided to make a 3d runner game and will use libgdx over unity for various reason. Xoppa, I 've read your tutorials, good job! My (very generic) question: I am a CS student and I currently work as an app developer, with a few years of experience with Java (one of the smaller reasons I chose libgdx). I want to use the framework correctly & knowledgeably and make my own contributions in the future. What topics do you suggest for me
[20:25:49] <InspiredNotion> @nexsoftware: got it with Bitmap font.getBounds.width, cheers
[20:25:57] <Chris____> Book suggestions will be greatly appreciated!
[20:26:33] <[[derek]]> Xoppa: that would make sense
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[20:27:59] <Xoppa> Chris____, get familiar with libgdx in general (the setup), assets, texture packing, platform code etc. then start here http://blog.xoppa.com/basic-3d-using-libgdx-2/ it will take you from basic 3d all the way to custom shaders and 3d physics (although it expects that you're familiar with some aspects in general)
[20:28:11] <Xoppa> there's no book afaik covering libgdx 3d
[20:29:12] <Chris____> Sorry, i wasn't precise. I didn't mean libgdx books, but other topics that might come in handy, e.g, opengl?
[20:29:23] <[[derek]]> Xoppa: I can't actually find out since fbx-conv doesn't work with the -o option for some reason.
[20:30:45] <Xoppa> Chris____, i'm afraid that i can't recommend any books on opengl or alike because i've never read one.
[20:30:55] <Xoppa> [[derek]], define "doesn't work"
[20:31:08] <Chilley> is there some way to set keyboard focus on a TextField when program starts?
[20:31:45] <InspiredNotion> Chris, i have got a good OpenGl book that covers the basics of openGL ES 2 for Android if that is what you are looking for
[20:33:06] <Chris____> Sure, sounds good.
[20:33:41] <InspiredNotion> It is recommended by one of the main dudes here Badlogic Amazon, "OpenGL ES2 for Android" by Kevin Brothaler
[20:33:55] <InspiredNotion> not sure if its what you are looking for but may help
[20:34:25] <InspiredNotion> other to that Xoppa is the dude with the moves when it comes to 3D
[20:34:26] <Chris____> I will give it a read, thanks!
[20:34:33] <InspiredNotion> np
[20:35:23] <Xoppa> you don't actually have to know opengl es for basic 3d api stuff
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[20:35:38] <InspiredNotion> true, but i guess it helps
[20:36:16] <Chris____> Xoppa, i don't care about developing the game itself, which is pretty straightforward. I want to learn about the mechanics behind libgdx etc
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[20:37:22] <mobidevelop> Xoppa, do you have a good answer for BlueProtoman about what gdx-image actually did?
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[20:37:35] <BlueProtoman> Now that right there is service.
[20:38:05] <BlueProtoman> Would anyone here have a use case for getting the name of an OpenGL symbolic constant given its value? It'd be useful for logging and debugging
[20:38:13] <[[derek]]> Xoppa: fbx-conv-lin64 -o ground.fbx ground.g3dj just returns the standard help message
[20:38:32] <mobidevelop> BlueProtoman, Not me
[20:38:37] <Xoppa> Chris____, in that case it might be useful to start so you've some base to play with. When you reach the Shader part, then you'll have a place where you can play the actual opengl stuff
[20:38:43] <[[derek]]> it also claims that ground.fbx is an unknown filetype
[20:39:49] <Kajos> i get "glDrawArrays: attempt to access out of range vertices in attribute 0" with my gwt build
[20:40:01] <Kajos> anyone know where that might be caused by?
[20:40:10] <Xoppa> mobidevelop, BlueProtoman I don't think i've actually used that, I'd assume it's mainly native loaders, let check one sec
[20:40:22] <Xoppa> [[derek]], did you actually read the help message?
[20:40:56] <Xoppa> [[derek]], there's also an example on how to do it in the wiki https://github.com/libgdx/libgdx/wiki/Importing-Blender-models-in-LibGDX
[20:41:19] <BlueProtoman> mobidevelop: If I were to send in a PR for it, would anyone actually take notice? I'm not gonna do the work if it's gonna get rejected
[20:41:57] <mobidevelop> BlueProtoman, Xoppa is better equipped to answer that. I wouldn't have an opinion.
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[20:42:35] <Xoppa> yep, it just wraps some native libs https://github.com/libgdx/libgdx/tree/566c9d133884acf3bdfe96fad6f1501b18e67f3d/extensions/gdx-image/jni
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[20:43:01] <Xoppa> BlueProtoman, a pr for what?
[20:43:07] <BlueProtoman> It just loaded images for Texture, Pixmap, and the like? Exciting.
[20:43:36] <BlueProtoman> Xoppa: For getting the name of an OpenGL symbolic constant given its name. Mostly for logging and debugging purposes
[20:43:44] <BlueProtoman> *name of a constant given its value
[20:43:45] <BlueProtoman> Derp
[20:44:47] <Kajos> might be nice for finding opengl errors i would think if thats what you mean
[20:44:54] <Kajos> BlueProtoman
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[20:45:00] <Xoppa> sounds like a lot of work for something that google already provides
[20:45:01] <BlueProtoman> Kajos: Exactly.
[20:45:26] <BlueProtoman> Xoppa: I'd be the one sending in a PR for it, though. You wouldn't be doing the work, I would. I could probably generate most of the code with a script or something anyway.
[20:46:05] <BlueProtoman> Also, looking up the constant on Google distracts from you writing your actual code
[20:46:23] <[[derek]]> Xoppa: I'm managed to export to g3dj and saw there was scaling, but according to that diagram you linked me the only way to deal with scaling is to use btScaledBvhTriangle or MeshShape, neither of which I can find
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[20:46:42] <[[derek]]> inside the Libgdx bullet 3D wrapper
[20:47:11] <BlueProtoman> Maybe I
[20:47:38] <BlueProtoman> Maybe I'd just do it for whatever constants represent error codes (since some values are given to more than one constant)
[20:48:25] <Xoppa> BlueProtoman, i guess it could be useful and it wouldnt cost too much (an intmap i'd assume?), but i'd let mario decide on this.
[20:48:25] <mobidevelop> I prefer the google approach myself but whatever people decide is fine - does webgl use the same constants?
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[20:48:39] <Xoppa> yes
[20:48:50] <BlueProtoman> badlogic-mbp, estas aqui?
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[20:49:07] <mobidevelop> webgl just adds a few then
[20:49:25] <Xoppa> [[derek]], don't use scaling, i'm sure there's some option in blender to bake scaling
[20:49:28] <suarez> Anyone know why I get "Field not found: listBackground (com.badlogic.gdx.scenes.scene2d.ui.SelectBox$SelectBoxStyle)" when Im trying to add the json skin?
[20:50:07] <BlueProtoman> suarez: Because there's no field called listBackground
[20:50:34] <BlueProtoman> suarez: You want listStyle.background (or, in the Skin itself, to refer to another ListStyle by name)
[20:50:35] <Chilley> i have a TextArea that i want to use all remaining space when using the table layout, atm i got this code subChatLayout.add(chatArea).prefWidth(9999).prefHeight(9999); is there any way to do with without specifying a big number?
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[20:53:06] <[[derek]]> Thanks Xoppa! I'm not really sure what scaling is, but I unticked a box called scale in blender and it all works now
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[20:55:25] <suarez> BlueProtoman: Im just trying to implement a textbox?
[20:55:40] <Xoppa> yay! although i'd recommend to understand the concept of scaling before continuing [[derek]]
[20:55:42] <BlueProtoman> suarez: Can I see the Skin file itself?
[20:56:48] <suarez> This u mean: https://raw.githubusercontent.com/libgdx/libgdx/master/tests/gdx-tests-android/assets/data/uiskin.json ??
[20:56:54] <Chilley> okay nvm i need to use both fill and expand only tried using one of them :P
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[20:57:29] <BlueProtoman> suarez: Yep, that. Let's have a look.
[20:58:08] <suarez> I suspect there have been an update on that file?
[20:58:47] <BlueProtoman> suarez: And you're using that file directly, without any changes? And what version of LibGDX?
[20:59:30] <suarez> Yes I am. The version of Libgdx im not really sure of.. Is there a way to look?
[21:00:09] <mobidevelop> com.badlogic.gdx.Version.VERSION
[21:01:46] <suarez> In what file?
[21:02:42] <mobidevelop> That's in gdx.jar
[21:03:50] <noooone> mobidevelop: are 3x3 9patches bad for performance?
[21:03:54] <suarez> Release 1.0.1 it seems
[21:04:17] <BlueProtoman> suarez: That's a very old version. You gotta upgrade.
[21:04:38] <mobidevelop> noooone, not really... it is the equivalent of 9 sprites
[21:04:48] <mobidevelop> well, 9 textureregions
[21:04:54] <suarez> Ok.. but then what to do with my already generated project? Copy code to new generated project?
[21:05:06] <mobidevelop> Did you use Gradle?
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[21:05:23] <noooone> mobidevelop: and those texture regions are getting stretched, and not rendered XXX times to fill the area?
[21:05:36] <mobidevelop> correct, they are stretched
[21:05:40] <noooone> okay, thanks :)
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[21:06:09] <suarez> Yes I did mobi
[21:06:50] <mobidevelop> Go into the build.gradle in the root of your project and change gdxVersion to 1.3.1
[21:07:19] <BlueProtoman> Or 1.3.2-SNAPSHOT if you're feeling adventurous (in my experience, the team is very good at not breaking things in snapshots)
[21:08:05] <suarez> ok thanks!
[21:09:07] <BlueProtoman> No problem.
[21:12:01] <suarez> So I dont need to do no more than to change that line in build.gradle?
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[21:12:26] <Daranus> Ahoy there!
[21:12:30] <Kajos> can webgl use generic vertex attributes?
[21:12:53] <Daranus> Last attempt for the day to fix this...anyone up for a quick chat about FrameBuffers Color/transparency Management?
[21:13:17] <Xoppa> whats the problem?
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[21:15:02] <Daranus> http://i.imgur.com/hrAV5d7.png
[21:15:20] <Daranus> right side the normally rendered objects, left side the framebuffer which should look exactly the same
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[21:15:57] <Daranus> I am stuck for 1,5 hours now and cannot find out why it does that or how i could get around it somehow
[21:16:58] <Kajos> i have no idea what im looking at
[21:17:36] <nick-coden> http://www.pasteall.org/pic/show.php?id=75521 <= i lost at my own game
[21:17:53] <nick-coden> Daranus: sometimes you just have to admit defete
[21:17:57] <nick-coden> defeat
[21:18:07] <mobidevelop> defeet
[21:18:27] <Daranus> the left side looks washed out, the whole colors look different, well visible on the greens in the table
[21:18:40] <Daranus> left side way more transparent than right side
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[21:18:57] <TEttinger> nick-coden, that's pretty typical for a lot of hard games. the author of the Roguelike of the Year by the ascii dreams poll for 2 years in a row, he hadn't beaten his own roguelike for about a year
[21:19:03] <InspiredNotion> Daranus looks good
[21:19:04] <TEttinger> (other people had)
[21:19:25] <Daranus> I would not be here if it did InspredNotion :P
[21:19:35] <nick-coden> TEttinger: this is PVP
[21:19:44] <InspiredNotion> well apart from the probs, looks good :)
[21:19:49] <nick-coden> i will cheat :-)
[21:19:58] <TEttinger> nick-coden, well that's good then, you have a random factor
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[21:20:17] <nick-coden> ok, gotta stop playing to code
[21:20:18] <nick-coden> meh
[21:20:23] <nick-coden> ttl
[21:20:49] <Daranus> Any1 any idea what could cause such behaviour?
[21:21:22] <Xoppa> alpha?
[21:21:28] <TEttinger> Daranus, what am I looking at?
[21:21:47] <mobidevelop> Train wreck
[21:21:47] <TEttinger> there appears to be alpha, which would show the gray background through
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[21:22:28] <TEttinger> oh I see the issue, Daranus
[21:22:31] <Daranus> Alpha was the first thing i thought as well, but it doesnt really make sense. either its there or it is not.
[21:22:59] <Xoppa> o.O alpha is not a boolean
[21:23:10] <mobidevelop> heh
[21:23:16] <Daranus> But either I record alpha or not
[21:23:24] <Daranus> why should it change
[21:23:51] <Kajos> glDisable(GL_BLEND)
[21:23:51] <TEttinger> Xoppa, look closely
[21:24:10] <TEttinger> the alpha in the front window is the same regardless of the window behind
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[21:25:15] <Xoppa> huh? you would expect the alpha component to change depending on the existing value of the render target? in that case you probably want to change the blend function
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[21:26:14] <Daranus> I just need both pictures to exactly match. And I thought thats what the framebuffer does, records exactly whats drawn onto it :/
[21:26:56] <Xoppa> it depends on where you apply the transparency
[21:27:37] <Daranus> I just draw stage
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[21:27:47] <Daranus> and stage contains all the images
[21:28:13] <Daranus> there must be something
[21:28:47] <Xoppa> think about it, rendering to fbo first will impact alpha if you don't take care of it. consider showing the code
[21:28:54] <Neomex> whats the best way to draw textured polys in 2d?
[21:29:23] <Neomex> id like to mix it with sprites
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[21:33:18] <noooone> scene2d.ui can really do a lot of things, but without constantly checking its code, there's no way to use it...
[21:34:00] <TEttinger> I'm ok with that. it would be nice to see a port of that slick2d ui lib though
[21:34:20] <TEttinger> http://nifty-gui.lessvoid.com/
[21:35:26] <noooone> https://github.com/void256/nifty-gui/tree/nifty-main-1.4.0/nifty-examples-libgdx oO
[21:35:30] <Daranus> http://i.imgur.com/f3kpq3b.png
[21:35:31] <TEttinger> oh! Most of the new features like the libGDX renderer (Martin Karing) or a complete refactoring of the batched renderer (Aaron Mahan) – which now even supports multiple texture atlases
[21:36:48] <Daranus> I think colors without alpha are not affected, only half visible stuff like the shadows or black transparent things
[21:37:26] <Daranus> (i tried just drawing the frame buffer thing twice, but thats not what I'm looking for either. doesnt match.)
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[21:59:38] <TEttinger> oh?
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[22:02:21] <InspiredNotion> kalle_h is that your creation?
[22:03:53] <InspiredNotion> or just sharing.. looks great
[22:03:57] <InspiredNotion> either way
[22:04:37] <kalle_h> InspiredNotion: its ours
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[22:05:19] <InspiredNotion> ours? you mean a collective project your working on ?
[22:05:56] <InspiredNotion> or something libGDX team are working on?
[22:06:24] <kalle_h> our firm
[22:06:30] <kalle_h> not using libgdx
[22:06:39] <kalle_h> just hanging there because of habit
[22:06:41] <kalle_h> but afk
[22:06:42] <Kajos> unrealengine?
[22:06:43] <InspiredNotion> aah right, what do you use to create stuff like that
[22:06:48] <kalle_h> our own engine
[22:07:06] <InspiredNotion> kk look really good.. nice work
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[22:07:12] <TEttinger> kalle_h, gah it looks so good
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[22:15:57] <nick-coden> where does libgdx store preferences ? like Gdx.app.getPreferences("tullostech");
[22:17:33] <BlueProtoman> nick-coden: Depends on the backend. On desktop, it's in the user's home directory
[22:17:51] <nick-coden> k
[22:18:10] <InspiredNotion> what could cause the sound to not playback from my desktop yet it works fine from android device ?
[22:18:19] <InspiredNotion> sorry music not sound
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[22:18:36] <nick-coden> mute button
[22:18:39] <nick-coden> don't ask
[22:18:53] <nick-coden> also volume control :-)
[22:18:55] <InspiredNotion> :) only if that was the case
[22:19:28] <InspiredNotion> no it sounds like when the computer has a major freeze.. continuous juddering gack of a sound
[22:19:42] <InspiredNotion> won't play it.. really odd.
[22:20:38] <InspiredNotion> had this issue with my last app.. but it was only with the Sound, so used Music.. now it is on both the Sound and Music
[22:21:22] <InspiredNotion> might roll back to libGDX 1.10
[22:21:32] <InspiredNotion> might see if it helps
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[22:23:49] <InspiredNotion> https://github.com/libgdx/libgdx/wiki/Updating-LibGDX
[22:24:17] <InspiredNotion> The version line does not exist in my core Gradle Project?
[22:25:26] <InspiredNotion> yep being stupid.. found it
[22:25:30] <InspiredNotion> nm
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[22:37:31] <noooone> did anyone get DragAndDrop to work on a ScrollPane?
[22:38:12] <InspiredNotion> umm i think i might have a like to some tutorial on that.. one sec
[22:40:45] <InspiredNotion> http://stackoverflow.com/questions/21426845/libgdx-drag-and-drop not sure if this helps
[22:42:08] <noooone> hmmm, there is nothing about a scrollpane
[22:42:42] <noooone> I got it to work in general, but when embedding the sources in a scrollpane, the scrollpane catches the inputs and aborts the dragging :/
[22:43:38] <InspiredNotion> hmm im not too uptodate with scrollpane to behonest.. there was somthing which was better trying to locate it..
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[22:47:58] <InspiredNotion> this might help.. one more http://pixelscientists.com/blog/posts/drag-and-drop-inventory-with-libgdx-part-i
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[22:48:38] <InspiredNotion> http://pixelscientists.com/demos/inventory/index.html
[22:48:58] <InspiredNotion> this is the one i was thinking of.. but doesnt have scroll pane though..
[22:49:48] <noooone> haha, that is my own tutorial ;)
[22:50:08] <InspiredNotion> awesome
[22:50:30] <InspiredNotion> good tutorial :)
[22:50:59] <noooone> I'm trying to get pretty much exactly this working in a scrollpane ^^
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[22:51:24] <InspiredNotion> lol sorry but i can't help any further
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[22:53:14] <mobidevelop> lol
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[22:54:43] <BlueProtoman> Anybody object to me adding some basic error checking to some Box2D functions (such as PolygonShape.set()) that throws an exception (with a stack trace) instead of just letting the native code assert fail?
[22:55:37] <aeprotestsi> Is there any intersection function for a rectangle and a line segment?
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[22:56:54] <mobidevelop> BlueProtoman, I'd rather leave it to the native side.
[22:57:40] <BlueProtoman> mobidevelop: But the native side doesn't give a stack trace. It's harder to figure out where you actually screwed up
[22:58:05] <mobidevelop> No sense in duplicating the logic because then we have to maintain it if boxd changes
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[22:58:29] <mobidevelop> And we have to duplicate it in both the normal and gwt versions
[22:59:26] <kalle_h> its also affect on performance
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[23:00:29] <BlueProtoman> For methods that aren't called frequently? I'm talking initializing Shapes
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[23:01:49] <mobidevelop> I don't think it is worth the effort
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[23:05:52] <nick-coden> i wonder if people who like bondage like bugs..
[23:06:11] <nick-coden> there must be some sick and twisted soul who likes tracking down bugs
[23:07:04] <mobidevelop> O.o
[23:07:53] <aeprotestsi> nick-coden: no
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[23:08:00] <mobidevelop> Isn't that essentially what every software security researcher does?
[23:08:02] <kalle_h> http://www.alexandre-pestana.com/volumetric-lights/ pretty good article but how bad can inner loop be!
[23:08:26] <kalle_h> doing constant stuff with branch at inner loop in shader :/
[23:08:44] <kalle_h> dividing by w with ortho proj martix :/
[23:09:26] <kalle_h> and not using hardware pcf:/
[23:11:49] <noooone> is there any way to contact NateS anyhow?
[23:12:55] <InspiredNotion> probably through esotericsoftware
[23:13:04] <mobidevelop> Carrier pigeon
[23:13:09] <InspiredNotion> :)
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[23:16:22] <InspiredNotion> how would i set the stage alpha to 0 so i can fade it in once loaded?
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[23:18:11] <InspiredNotion> nm got it
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[23:38:37] <InspiredNotion> hey peeps, i have noticed that when i use Hiero bitmap font generator, the font has slight black marks around the fonts.. i have set padding but makes no difference.. any suggestions?
[23:39:58] <ChristianHarting> any reason why imageX and imageY in https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/ui/Image.java are cast to int in layout()? (and there is no setRound() like in table, so it can get imprecise). guess i should really change my viewport size to something bigger :D
[23:41:19] <aegamesi> InspiredNotion: black marks around the font bitmap? or when you use it in your game?
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[23:41:38] <InspiredNotion> in the game
[23:42:08] <InspiredNotion> i have a filter applied to the font but no difference
[23:42:53] <noooone> okay, nearly 2hrs after I encountered that problem, I got DragAndDrop working in ScrollPane :/
[23:43:16] <InspiredNotion> nice one noooone
[23:43:23] <noooone> had to alter DragAndDrop xD
[23:43:43] <InspiredNotion> lol always a solution
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[23:45:36] <InspiredNotion> night guys/gals
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[23:45:43] <ChristianHarting> InspiredNotion: did you try with different font sizes?
[23:45:44] <noooone> cya
[23:46:20] <InspiredNotion> yeah.. think i will try a different font generator tomorrow to see if helps with the issue.. gotta crash out now though.. cheers
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   August 16, 2014  
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