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[00:13:42] <giwrgos88> hello everyone!! how i can set the width of a table to be the width of the screen with padding 10px left and right?
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[00:29:57] <nichest2> http://youtu.be/g1gHFx9wvSE game update
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[00:35:30] <mrmenace> Maximus you need to connect on resume once it comes back from the sign in activity
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[00:36:32] <mrmenace> noooone i'm using show() and letting it center the dialog
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[00:45:37] <mrmenace> Hey nichest2 good job nice looking game I wanna play lol
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[00:52:00] <CheeseBurger_> howdy
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[00:56:52] <CheeseBurgers> hi
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[00:57:32] <Frog_Master2> okay guys lets forget the past
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[00:57:43] <Frog_Master2> onl the future matters
[00:57:55] <Frog_Master2> we never met before
[00:58:00] <Frog_Master2> okay?
[00:58:52] <Frog_Master2> yes no maybe so?
[00:59:33] <nick-afkd> mrmenace: well actually you can play the developer demo, the link is somewhere in the middle of the video
[01:00:25] <nick-afkd> mrmenace: one of the developers name with the game handle 'cron' has the hardest base. I cant even beat it
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[01:02:10] <nick-afkd> here is the link @ http://maintest01.cloudapp.net/team/deployments/ if you get bored and want to screw around with it. its an alpha version so play at your own risk of course. its online player vs player, so you must be connected. If you find any bugs or got that million dollar idea, then just msg me
[01:03:14] <cobolfoo> someone made a real-case network test to see if TCP vs UDP is still an issue? :)
[01:03:28] <cobolfoo> (off-topic)
[01:04:02] <cobolfoo> I ask because I made a udp-only network library but I still have doubts that maybe using TCP would have be ok enough
[01:04:21] <Frog_Master2> i gots no clue
[01:04:21] <cobolfoo> for low-latency communication
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[01:04:49] <libo> hello guys
[01:05:15] <Frog_Master2> hi
[01:05:20] <libo> one quick question. Is there a way with scrollpane to scroll from top to bottom automatically at a constant speed? It's for a credits panel
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[01:10:11] <Frog_Master2> * yawns
[01:11:13] <mrmenace> cool thanks nick i'll check it out
[01:12:16] <dermetfan> Frog_Master2: the people who know you don't appear to be reading right now.
[01:12:45] <Frog_Master2> i realize this
[01:12:48] <mrmenace> when i use show() on a dialog and i scale that dialog it's not centered if i scale it . it's off to the left and even if i set t to movable it won't let me move it to the right but i can move it up and down. anyone know why that would happen ?
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[01:16:30] <Xoppa> mrmenace, set the origin to the origin you want to scale from (relative to the lower left corner i think)
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[01:23:41] <mrmenace> Xoppa u da man! thanks!
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[01:29:31] <nick-afkd> gradle experts: I have 1 custom command called "ftpdistribute" that basically uploads the lastest desktop app via ftp. I would like to some some how merge desktop dist gradle command and my ftpdistribute command into one. anyone got any ideas?
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[01:45:30] <progrmor> Im trying to do a imageButton but this example includes so much more that I cant really understand what belongs to what? https://github.com/libgdx/libgdx/blob/c71a9ed7a8b494de47fc74e37cbfb81b7d023301/tests/gdx-tests/src/com/badlogic/gdx/tests/UITest.java
[01:48:41] <dermetfan> nick-afkd: ftpdistribute.dependsOn dist
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[01:54:03] <progrmor> Can anyone figure out why I get "Texture cant be null" on line 75? http://pastebin.com/CqAt109a
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[01:58:39] <Maximus_> Have anyone used the updated google play services for implementing leaderboards etc? The one that doesn't use GameBaseUtils?
[01:59:23] <dermetfan> progrmor: I guess Assets.image is null?
[01:59:53] <dermetfan> progrmor: Ah no, you don't call loadStore() in the constructor or show
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[02:00:13] <dermetfan> progrmor: instead you call it in render(..) which kinda doesn't make sense
[02:01:07] <progrmor> oh... you have a good eye sir. Missed that completely..
[02:01:32] <progrmor> Alright, that error was corrected. Still wont work..
[02:02:04] <dermetfan> do you call in in the constructor or in the first line of show()?
[02:02:13] <progrmor> I tried both.
[02:02:16] <progrmor> None worked
[02:02:39] <dermetfan> then check if Assets.image is null
[02:03:54] <progrmor> No it isn´t. Im not getting the same error anymore since we loaded the loadStore(), Now I get error on line 79 instead
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[02:06:38] <progrmor> I tried going after this : https://github.com/libgdx/libgdx/blob/c71a9ed7a8b494de47fc74e37cbfb81b7d023301/tests/gdx-tests/src/com/badlogic/gdx/tests/UITest.java
[02:06:56] <progrmor> But I must have messed up on something
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[02:10:05] <dermetfan> try assigning style.imageDown a value
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[02:23:41] <progrmor> dermetfan: nope... didn´t help.
[02:23:55] <nick-afkd> dermetfan: thanks for the gradle help
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[02:27:02] <progrmor> dermetfan: I get "No com.badlogic.gdx.scenes.scene2d.ui.Button$ButtonStyle registered with name: default"
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[02:29:37] <dermetfan> Then your skin file doesn't have a ButtonStyle named default. If you need one create one, otherwise check why it wants one
[02:31:11] <progrmor> srry.. but how do I create one?
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[02:38:37] <dermetfan> progrmor: https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-android/assets/data/uiskin.json#L12
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[02:39:20] <progrmor> dermetfan: Yes.. I´ve already copied that file into my Asset folder.
[02:42:49] <dermetfan> progrmor: then new ImageButton(skin) should work, without all that ImageButtonStyle stuff
[02:43:51] <progrmor> Ok but then what should I put in "ImageButton iconButton = new ImageButton();" instead of the "style" that I had before?
[02:49:41] <dermetfan> just the skin, get rid of the style
[02:51:17] <progrmor> yes. but as u can see: http://pastebin.com/sXYyxVp4 im not reffering to the actual image into the ImageButton? The style did that before. But what do I use now instead? Do I put the skin = new Skin(image) instead?
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[02:56:19] <dermetfan> just like in the test you're following: https://github.com/libgdx/libgdx/blob/c71a9ed7a8b494de47fc74e37cbfb81b7d023301/tests/gdx-tests/src/com/badlogic/gdx/tests/UITest.java#L64
[02:58:16] <progrmor> Ok. But still, the ImageButton doesn´t have a reference to the actual image that I want to use? I made a TextureRegion out of it called "image" as you can see. But that Texture isn´t connected to the iconButton in any way?
[03:01:43] <dermetfan> The ImageButton holds an ImageButtonStyle that holds a TextureRegion that holds the Texture.
[03:04:34] <progrmor> im still getting " No com.badlogic.gdx.scenes.scene2d.ui.ImageButton$ImageButtonStyle registered with name: default" ... ugh
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[03:11:25] <mrmenace> do you have something like this ? button1 = new TextButton("Start Game", style);
[03:11:55] <mrmenace> except yours probably says default where that one says style?
[03:13:30] <progrmor> Nope
[03:13:36] <progrmor> You´re welcome to take a look: http://pastebin.com/utYgbNFH
[03:14:43] <mrmenace> is it crashing as soon as you start it ?
[03:14:55] <progrmor> yes.
[03:15:33] <mrmenace> do you have all the other files in your assets folder that your calling in your uiskin.json
[03:15:57] <progrmor> uiskin.atlas and uiskin.png ?
[03:16:08] <progrmor> and the image file
[03:17:04] <mrmenace> is it the test skin ?
[03:17:20] <mrmenace> you probably need default.png and default.fnt too
[03:17:47] <progrmor> Where can I find those? I took it from here https://raw.githubusercontent.com/libgdx/libgdx/master/tests/gdx-tests-android/assets/data/uiskin.json
[03:18:05] <mrmenace> yeah there is a asset folder on that same github
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[03:19:17] <progrmor> okey this one? https://github.com/libgdx/libgdx/tree/master/tests/gdx-tests-android/assets/data
[03:19:38] <mrmenace> https://github.com/libgdx/libgdx/tree/e9546d43c96bb07ff4a8fb8583117e256745d4a8/tests/gdx-tests-android/assets/data
[03:19:45] <mrmenace> or yeah the one you posted
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[03:25:42] <progrmor> Ok , so I got the default.png and the default.fnt in my asset folder , still get the same error...
[03:26:11] <dermetfan> pastebin all the code
[03:26:40] <progrmor> http://pastebin.com/Bsa7DTHd
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[03:30:20] <dermetfan> ah right, there's no ImageButtonStyle in uiskin.json
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[03:31:45] <progrmor> ah okey.. Do I need to add it myself then? Or wait for update or something?
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[03:32:34] <dermetfan> add it yourself:
[03:32:37] <dermetfan> com.badlogic.gdx.scenes.scene2d.ui.ImageButton$ImageButtonStyle: {
[03:32:39] <dermetfan> default: { down: default-round-down, up: default-round }
[03:32:40] <dermetfan> }
[03:32:58] <mrmenace> you can do it this way button1 = new TextButton("Your Button", style);
[03:33:05] <dermetfan> this will look like a TextButton without text though
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[03:33:22] <mrmenace> oooh
[03:33:40] <mrmenace> yeah just don't add text
[03:33:48] <dermetfan> he wants an ImageButton
[03:33:51] <mrmenace> or do Imagebutton instead
[03:34:14] <mrmenace> but you need to make the style is the main thing
[03:35:52] <mrmenace> style = new ImageButtonStyle():
[03:36:31] <mrmenace> then style up drawable and style down drawable or how ever you have it
[03:37:06] <progrmor> bloody hell.. still get that damn error. And I have refreshed the project and cleaned it
[03:37:24] <mrmenace> the default one ?
[03:37:48] <progrmor> yes
[03:38:30] <mrmenace> is it looking for this too default_00.png ?
[03:39:02] <progrmor> cant really tell... all it says is : No com.badlogic.gdx.scenes.scene2d.ui.ImageButton$ImageButtonStyle registered with name: default
[03:39:19] <mrmenace> add this png also default_00.png
[03:39:51] <mrmenace> oh there is no ImageButtonStyle
[03:40:22] <progrmor> Did.. still the same error
[03:40:23] <mrmenace> yeah there isn't one that's why
[03:40:58] <progrmor> what do u mean?
[03:41:19] <progrmor> I´ve added it to the json
[03:44:10] <mrmenace> try just making a new skin and style
[03:44:21] <fauge> im having trouble drawing a line
[03:44:23] <fauge> ...
[03:44:28] <fauge> just a line in 3d space
[03:44:56] <mrmenace> so skin = new Skin(Gdx.files.internal("uiskin.json")); would be skin = new Skin();
[03:47:05] <progrmor> That dont really help actually. It´s still the same error .. im going to start crying soon.
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[03:47:43] <mrmenace> hold on i'm gonna try to write it out
[03:47:50] <progrmor> thanks!
[03:49:50] <Frog_Master2> .
[03:50:43] <mrmenace> Skin ibskin = new Skin();
[03:50:44] <mrmenace> ImageButtonStyle ibstyle = new ImageButtonStyle();
[03:50:44] <mrmenace> ibstyle.up = ibskin.getDrawable(image1);
[03:50:44] <mrmenace> ibstyle.down = ibskin.getDrawable(image2);
[03:50:44] <mrmenace> imagebutton1 = new ImageButton(ibstyle);
[03:54:01] <mrmenace> that should work
[03:55:00] <progrmor> what should imageButton1 be? Declared as just a Button? And the image1 cant be a texture as it seems, since I get error on that
[03:55:15] <mrmenace> oh i forgot something after ibskin you need to add the texture regions.
[03:55:43] <mrmenace> so ibskin.addRegions(buttonAtlas);
[03:56:03] <mrmenace> button atlas is the atlas file that your buttons are in
[03:56:03] <progrmor> So I need to make a Atlas out of the images first?
[03:56:36] <mrmenace> are they separate images now ?
[03:56:40] <progrmor> yes.
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[03:56:54] <mrmenace> no i think you can just load them as image1 and image2
[03:56:58] <progrmor> Or, it is just ONE image actually, that im going to use for all the buttons just to test
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[03:57:10] <mrmenace> then yes you need to load the atlas
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[03:57:36] <progrmor> I need to use the atlasPackager or what it is called then?
[03:58:33] <progrmor> texturepacker?
[03:59:09] <mrmenace> do you already have a .pack file ?
[03:59:30] <progrmor> Or can I just go "atlas = new TextureAtlas(Gdx.files.internal("theImage.png"));" ? Or do I need to pack the image to a .pack file?
[03:59:33] <progrmor> nope
[04:00:02] <mrmenace> hmmm i've never dont it that way using new TextureAtlas
[04:00:19] <mrmenace> actually what am i talking about lol
[04:00:31] <mrmenace> that's the way i always use it i just never pointed it at a png
[04:00:42] <mrmenace> i think you have to point it at a atlas file.
[04:01:00] <cackling_ladies> you do have to point to an .atlas file
[04:01:29] <cackling_ladies> or be me, and point to a method which scan a folder for .atlas files.
[04:01:43] <progrmor> Isn´t there a way to convert the image to a .atlas file?
[04:02:01] <mrmenace> use the gdx texturepacker
[04:02:36] <mrmenace> it will make the pack file for you
[04:02:55] <progrmor> ok. Feels kind of a waste just packing one file... but ok.
[04:03:12] <cackling_ladies> TexturePacker.process(core.EnvParam.dataFolder + "rawImg",
[04:03:12] <cackling_ladies> core.EnvParam.dataFolder + "img" , "pack.atlas");
[04:03:30] <cackling_ladies> yes it's more useful if there're more than 1 files....
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[04:04:16] <cackling_ladies> TexturePacker.process( String <input folder> , String <outputfolder> , String <output file name>);
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[04:07:16] <mrmenace> wait do you really need the new TextureAtlas if image1 and image2 are pointing directly to single image files ?
[04:07:26] <progrmor> Ok I´ve packed the image
[04:07:42] <progrmor> What should I put in : style.up = skin.getDrawable( ?? );
[04:07:55] <mrmenace> ok so you have a pack file now
[04:08:07] <mrmenace> in that pack file will be the names of the drawable regions
[04:08:16] <mrmenace> usually the same name as the incoming files
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[04:09:12] <progrmor> I got "imageAtlas.pack" and just the PNG imageAtlas
[04:09:31] <mrmenace> yup open that pack file it's just text
[04:09:46] <mrmenace> you do have more than one image right ?
[04:10:10] <progrmor> no, I just had one image packed. As I said.
[04:10:16] <mrmenace> hahah
[04:10:22] <mrmenace> sorry i missed that part lol
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[04:11:19] <mrmenace> did you try just loading the image in the skin.getDrawable("skin/imagename.png")
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[04:13:24] <progrmor> No Drawable, NinePatch, TextureRegion, Texture, or Sprite registered with name: skin/imageAtlas.png
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[04:16:17] <Frog_Master2> filepath for the png is wrong or missing
[04:17:54] <progrmor> Dont I need to do Gdx.files.internal("imageAtlas") ?
[04:18:39] <Frog_Master2> no
[04:18:46] <Frog_Master2> ive done it like this new TextureAtlas("atlas.pack")
[04:19:14] <Frog_Master2> works so long as atlas.pack AND its png are in the assets folder
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[04:19:40] <progrmor> Yes I have : atlas = new TextureAtlas(Gdx.files.internal("imageAtlas.pack"));
[04:19:51] <progrmor> but in this: style.up = skin.getDrawable("imageAtlas.png");
[04:19:57] <progrmor> Im not sure what to put
[04:21:11] <mobidevelop> Leave off the .png
[04:21:49] <mobidevelop> And whyvdo people still use the ".pack" extension for atlases?
[04:21:55] <mobidevelop> *why do
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[04:24:35] <progrmor> Can any of u take a look: http://pastebin.com/uF32ZKG4 ?? Im so out of my mind by this
[04:28:08] <dermetfan> paste the contents of imageAtlas.pack
[04:28:21] <mobidevelop> Is imageAtlas the name of the original image ?
[04:28:39] <progrmor> imageAtlas.png format: RGBA8888 filter: Nearest,Nearest repeat: none image rotate: false xy: 1, 1 size: 75, 75 orig: 75, 75 offset: 0, 0 index: -1
[04:28:45] <progrmor> No it isn´t
[04:28:52] <progrmor> the original is just "image"
[04:28:58] <mobidevelop> Use getDrawable("image");
[04:30:12] <progrmor> ok that got rid of the problem! Thanks! But now it comes down to the main problem I had. I want to display this image in a row table.
[04:30:46] <progrmor> table.add(??) ? What to put in the add?
[04:31:15] <mobidevelop> The button
[04:31:41] <mobidevelop> table.add(imageButton1);
[04:32:23] <progrmor> Ok and then stage.addActor(table); ?? and then do stage.act(delta), stage.draw(); ?
[04:36:05] <dermetfan> Yes. act and draw in the render method.
[04:37:03] <progrmor> Ok it didn´t work, but never mind. Im going to bed! Thanks for your help everyone.
[04:37:40] <mrmenace> i figured it out
[04:37:44] <mrmenace> you still there ?
[04:37:48] <progrmor> yep
[04:38:23] <progrmor> it is the "stage.addActor(table);" that is giving me trouble according to the Console
[04:39:09] <mrmenace> TextureRegionDrawable ibimage = new TextureRegionDrawable(new TextureRegion(new Texture("YourFile.png")));
[04:40:05] <mrmenace> you need to make a textureregiondrawable from your file
[04:40:20] <mrmenace> and you need to do newDrawables not getDrawables
[04:40:28] <mrmenace> so it will be like this
[04:40:31] <mrmenace> Skin ibskin = new Skin();
[04:40:31] <mrmenace> ImageButtonStyle ibstyle = new ImageButtonStyle();
[04:40:31] <mrmenace> TextureRegionDrawable ibimage = new TextureRegionDrawable(new TextureRegion(new Texture("Yourfile.png")));
[04:40:31] <mrmenace> ibskin.newDrawable(ibimage);
[04:40:31] <mrmenace> ibstyle.up = ibskin.newDrawable(ibskin.newDrawable(ibimage));
[04:40:31] <mrmenace> ibstyle.down = ibskin.newDrawable(ibskin.newDrawable(ibimage));
[04:40:32] <mrmenace> ImageButton imagebutton1 = new ImageButton(ibstyle);
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[04:41:23] <mrmenace> then your going to put stage.addActor(imagebutton1);
[04:41:25] <Santa> ah
[04:41:29] <Santa> hello
[04:41:45] <mrmenace> i tried that and it worked for me
[04:41:56] <progrmor> Ok, hold on!
[04:42:34] <progrmor> The TextureRegion file should be the original png image?
[04:42:44] <mrmenace> yup
[04:43:02] <progrmor> So I never needed to pack the image?
[04:43:24] <mrmenace> nope sorry
[04:43:31] <mrmenace> creature of habbit
[04:46:11] <progrmor> Srry.. still wont work. I get NullPointerException..
[04:46:22] <progrmor> On that stage.addActor(imageButton1);
[04:46:26] <mrmenace> what's null ?
[04:46:46] <progrmor> LWJGL Application
[04:47:21] <mrmenace> try making imageButton1 a field instead of a local variable
[04:48:23] <progrmor> Nope..
[04:48:27] <progrmor> didn´t work either
[04:49:21] <mrmenace> hmmm i'm not sure i actually ran that code and it worked for me
[04:50:19] <mrmenace> make sure the path to your image is right
[04:50:27] <progrmor> I´ll post the whole class and if you got time you could take a look. There gotta be some mistake in there: http://pastebin.com/hsVsvwXX
[04:52:16] <mrmenace> looking now
[04:52:31] <Aryantes> your stage = new Stage(); is commented out
[04:52:37] <Aryantes> so stage is null
[04:53:41] <progrmor> well.. there it was! Good eye sir. I did so much changes that I forgot about that! Thanks!
[04:53:56] <mrmenace> yeah i just tabed back
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[05:07:25] <TEttinger> DirtyPengwin, in regards to cygwin/powershell, I have a cygwin terminal open right now but mainly use the cmd prompt on windows. cmd really is quite terrible
[05:08:09] <TEttinger> I just closed a powershell window I didn't realize was open, the syntax in it is so weird
[05:08:15] <DirtyPengwin> agreed, cygwin's pretty nice though
[05:08:20] <DirtyPengwin> never tried powershell
[05:08:33] <TEttinger> it isn't the same as linux or windows usually is
[05:09:20] <DirtyPengwin> eh, yeah
[05:09:23] <DirtyPengwin> close enough though
[05:10:10] <TEttinger> https://github.com/crackleware/git-auto-sync this is in my one cygwin window, nice stuff
[05:10:22] <TEttinger> it's my dropbox replacement
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[05:16:58] <DirtyPengwin> nice! I'm cloning it now
[05:17:28] <DirtyPengwin> egh crap, need to install git into cygwin, I'll git there eventually *ducks*
[05:18:12] <Aryantes> I use cygwin myself, its pretty good. i use rxvt
[05:19:36] <TEttinger> I've heard the Putty terminal is useful for non-putty tasks on windows
[05:19:50] <TEttinger> (it is apparently an almost-full xterm)
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[05:38:47] <TEttinger> oh dear lord this is so much better
[05:38:49] <TEttinger> https://code.google.com/p/conemu-maximus5/wiki/Screenshots
[05:39:22] <TEttinger> "kill current task" as a menu option, WHY IS THIS NOT IN cmd!
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[05:50:13] <dermetfan> cause micro$oft
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[05:51:28] <TEttinger> but yeah, I'm totally going to use this more
[05:51:45] <TEttinger> it consolidates so many cmd things
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[05:56:24] <sinistersnare> what is the topic at hand?
[05:56:56] <andymac> Howdy. Anyone help me figure out the best way to display a list of words and word scores in a scrolling list for a boggle type game? I'd like words added to the list as the player enters them and scroll down, showing the last 5 words or so. I'm looking for something a little easier/maintainable than font.draw plus calculating width then aligning... or is this the best way?
[05:57:38] <sinistersnare> andymac: scene2d ScrollList ?
[05:58:06] <andymac> scrollpane?
[05:59:08] <andymac> looks like scrollpane uses touchdragging, I'd just want the list to scroll automatically as a new word & score is added
[06:02:00] <sinistersnare> You can disable touch dragging and set the value of it yourself IIRC
[06:03:10] <TEttinger> sinistersnare, windows cmd replacements, I necro'd a topic from 7 hours ago https://code.google.com/p/conemu-maximus5/wiki/Screenshots
[06:03:32] <TEttinger> this is surprisingly good
[06:04:27] <Santa> .
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[06:06:02] <andymac> thanks sinister, will look more into this option
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[06:06:27] <sinistersnare> that looks nice, TEttinger!
[06:06:32] <sinistersnare> andymac: cool :)
[06:06:49] <sinistersnare> is it regularly updated?
[06:07:01] <TEttinger> no idea, cmd certainly isn't :P
[06:07:22] <TEttinger> I'm using the preview, not the alpha
[06:07:46] <sinistersnare> col, im downloading to try it out. does it have ctrl-C/V support? i hate that about cmd
[06:09:00] <TEttinger> linux doesn't have that :P
[06:09:14] <TEttinger> it has shift-ctrl-v support I mean, xterm does
[06:10:15] <sinistersnare> yeah, thats what i meant!!
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[06:10:44] <sinistersnare> been using git-bash for a while, ill see this
[06:11:25] <TEttinger> yeah, click+drag auto copies what you selected, or you can shift-arrow to select with keyboard (auto copying)
[06:11:30] <TEttinger> and ctrl v pastes
[06:12:26] <TEttinger> or rather, ctrl v pastes the first line of clipboard to avoid spam
[06:12:26] <sinistersnare> noice
[06:12:35] <TEttinger> ctrl-insert pastes all
[06:15:43] <TEttinger> where have you been all my life, terminal replacements
[06:17:01] <sinistersnare> im happy i finally get to write more code tonight!
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[06:21:36] <subsistence> Hello, I have 2 questions, can I algn the text inside of a TextButton, and can i make multi-line TextButton?
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[06:24:16] <TEttinger> subsistence, yes to the first, I'd check the wiki about the second
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[06:25:10] <subsistence> the wiki for label says the text may contain newlines, so lets see then :p maybe i should hav etried it
[06:25:16] <subsistence> the alignment thing im looking into
[06:25:23] <TEttinger> https://github.com/libgdx/libgdx/wiki/Scene2d.ui#label yes
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[06:28:21] <TEttinger> ah!
[06:28:24] <TEttinger> subsistence: https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/ui/Label.java#L262
[06:28:32] <subsistence> The aligning isnt working :( but the multiline is, now i think i need to do some twiddling to get auto-newlines for too-big-text
[06:28:35] <TEttinger> you can setAlignment on a Label
[06:28:40] <subsistence> ohhh setAlignment
[06:28:47] <subsistence> not .align(Align.left) good!
[06:29:12] <subsistence> oh i figure the problem
[06:29:18] <subsistence> wait...
[06:29:39] <subsistence> ok so im trying to actually align the label that resides in a TextButton
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[06:30:01] <TEttinger> a ha
[06:30:03] <TEttinger> right
[06:30:09] <TEttinger> to the TextButton!
[06:30:30] <subsistence> i think i got it, my subclass of TextButton, i added a setAlignment, which calls the inner labels setAlignment
[06:31:01] <TEttinger> weird, it should always be centered https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/ui/TextButton.java#L47
[06:31:11] <TEttinger> oh ok
[06:31:13] <subsistence> yessss it works
[06:31:17] <subsistence> its centered now
[06:31:20] <TEttinger> cool!
[06:31:20] <subsistence> but i wanted it aligned left!
[06:31:23] <TEttinger> haha
[06:31:33] <subsistence> I think I should make a patch for this
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[06:31:48] <TEttinger> yeah, there should be a constructor that allows selecting an alignment
[06:31:53] <subsistence> maybe later, I have work to do! auto-newlines here i come :)
[06:32:13] <sinistersnare> hmm that sounds like a good idea
[06:32:42] <subsistence> ok well i have to go! bye, and thanks so much TEttinger!
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[06:32:52] <sinistersnare> (guitar plays
[06:32:55] <sinistersnare> )
[06:33:28] <TEttinger> yes
[06:33:40] <TEttinger> I was in the other room and heard it, it does the trick
[06:33:53] <TEttinger> might change it to some other guitar solo soon
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[06:34:09] <sinistersnare> make a script that chooses randomly between an assortment of guitar solos
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[06:35:00] <TEttinger> my ringtone had some odd requirements. my phone needed to be audible in crowded, loud gaming stores, and my old one was too humming to be picked up over street noise. I settled on https://dl.dropboxusercontent.com/u/11914692/MODULAR%20FORMS.mp3
[06:35:03] <sinistersnare> did you notice that alignment on scene2d stuff uses Align.{center, left, right, etc} instead of a CENTER, LEFT, RIGHT?
[06:35:08] <TEttinger> yes
[06:35:27] <sinistersnare> I WANT IT
[06:35:30] <sinistersnare> can i have it?
[06:35:52] <TEttinger> yes
[06:36:04] <TEttinger> it's from Ziltoid the Omniscient
[06:36:26] <KicStart> I am not Ziltoid the Omniscient.
[06:36:35] <KicStart> but that's a really cool name
[06:36:37] <TEttinger> great article about it here http://stormingtheivorytower.blogspot.com/2013/06/ziltoid-omniscient-and-power-of-metal.html
[06:36:52] <TEttinger> and it has the full album below
[06:37:20] <sinistersnare> haha cool
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[06:45:23] <Santa> ba bye!!!!1
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[07:02:33] <sinistersnare> how can i set the size of an actor within a VerticalGroup ? theres no size method or anything like that =\
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[07:03:16] <TEttinger> is it a UI thing?
[07:03:29] <sinistersnare> yes
[07:03:42] <TEttinger> widget doesn't have a setSize or anything? odd
[07:03:43] <sinistersnare> i want the clicked button of a TextButton to be larger than the text it surrounds
[07:03:49] <sinistersnare> i dont think it helped
[07:03:51] <sinistersnare> let me try again
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[07:04:30] <sinistersnare> yeah, didnt change the bounds of the actor :(
[07:05:01] <sinistersnare> i wish the setters for TextButtons returned this, less annoying
[07:05:10] <TEttinger> may need to validate or update or something
[07:05:14] <sinistersnare> when i need it, i just make a new method like that in my subclass :p
[07:09:05] <sinistersnare> TEttinger: nope :/
[07:09:25] <sinistersnare> the scene2d debugger isnt showing the bounds for the inner actors of the VerticalGroup also
[07:09:27] <sinistersnare> which isnt helping
[07:11:30] <TEttinger> sinistersnare, I found something I think
[07:11:41] <sinistersnare> that sounds exciting
[07:11:42] <TEttinger> TextButton is a descendant of Table
[07:11:53] <sinistersnare> yep
[07:12:03] <sinistersnare> because Button extends Table
[07:12:07] <TEttinger> which means you can pad it
[07:12:26] <TEttinger> it doesn't help with text size yet, though it might actually
[07:13:06] <sinistersnare> TEttinger: hey it worked
[07:13:15] <sinistersnare> so if i combine padding with text align, it should work. great!
[07:13:24] <TEttinger> woo!
[07:14:07] <TEttinger> it's nice when the experienced devs ask for help and I can actually occasionally provide it :D
[07:14:57] <TEttinger> really at this point it's just "who can be fastest and luckiest navigating the source"
[07:15:06] <sinistersnare> ive always tried to not use scene2d because too many magic numbers IMO, i like clean abstraction. but this app requires it basically or self harm ensues :)
[07:15:33] <TEttinger> hm, I noticed that Nifty GUI works with libgdx yesterday
[07:15:38] <sinistersnare> yeah, didnt think padding would do that, my mind was elsewhere i guess.
[07:16:24] <sinistersnare> whats the api like? website doesnt show anything. looking thru github currently
[07:17:31] <sinistersnare> looks interesting
[07:17:34] <pmartino> getting a weird error from dermetfan's box2dmapobjectparser
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[07:18:41] <dermetfan> pmartino what error
[07:18:46] <pmartino> Exception in thread "LWJGL Application" java.lang.ClassCastException: java.lang.Float cannot be cast to java.lang.Integer
[07:18:46] <pmartino> at net.dermetfan.blackpoint2.screens.Box2DMapObjectParser.createBody(Box2DMapObjectParser.java:323)
[07:19:05] <dermetfan> which version are you using
[07:19:06] <NOrtega> Hey, I recently downloaded the source-code to libgdx-demo-invaders, and I want to compile for android. Where do I specify my android home?
[07:19:12] <pmartino> version of what
[07:19:18] <dermetfan> libgdx-utils
[07:19:19] <TEttinger> http://vimeo.com/71520617 , all I know is nifty is XML driven and I think has a UI designer. also it tends to look great
[07:19:19] <sinistersnare> NOrtega: in your PATH
[07:19:30] <TEttinger> sinistersnare, uh
[07:19:31] <TEttinger> no
[07:19:32] <dermetfan> 0.3.4? 0.4.0-SNAPSHOT?
[07:19:35] <pmartino> hmm i copied the source code from github
[07:19:38] <pmartino> not sure what i have now
[07:19:50] <TEttinger> there's a separate env variable called ANDROID_HOME
[07:19:59] <sinistersnare> TEttinger: yeah
[07:20:04] <sinistersnare> wait did i say path?
[07:20:06] <TEttinger> yes
[07:20:09] <sinistersnare> shit
[07:20:16] <TEttinger> heh
[07:20:22] <dermetfan> pmartino do you use the libgdx gradle setup?
[07:20:23] <TEttinger> that could be confusing
[07:20:27] <pmartino> yeah
[07:20:31] <pmartino> i used it to make the projects
[07:20:36] <pmartino> quite awhile ago
[07:20:40] <sinistersnare> ill just be quiet for the night :p 1:20 tonight i guess is when i slip
[07:20:53] <NOrtega> Yeah, that doesn't help
[07:21:07] <TEttinger> NOrtega, are you on windows?
[07:21:12] <dermetfan> but it did create a gradle.build file?
[07:21:26] <pmartino> i see a build.gradle file
[07:21:30] <dermetfan> alright, open it
[07:21:45] <dermetfan> then where it says project(':core')
[07:21:47] <dermetfan> add this:
[07:22:05] <dermetfan> compile "net.dermetfan.libgdx-utils:libgdx-utils:0.4.0-SNAPSHOT"
[07:22:21] <dermetfan> where all the other compile "stuff"s are
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[07:22:50] <dermetfan> do you have an HTML project?
[07:23:10] <pmartino> yep
[07:23:15] <pmartino> let me add the line
[07:23:46] <dermetfan> the line is slightly differnt: compile "...:0.4.0-SNAPSHOT:sources"
[07:24:28] <pmartino> ok
[07:24:36] <pmartino> forgot how to update it using gradle
[07:25:13] <dermetfan> well that's how :D instructions here: https://github.com/libgdx/libgdx/wiki/Dependency-management-with-Gradle https://bitbucket.org/dermetfan/libgdx-utils/wiki/Dependency%20Instructions
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[07:25:51] <dermetfan> if you use eclipse run gradlew.bat eclipse, for IntelliJ run gradlew.bat idea
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[07:26:15] <pmartino> where am i typing that :S
[07:26:28] <dermetfan> the console :D cmd
[07:26:34] <pmartino> oh ok
[07:26:47] <dermetfan> but you have to go to the project folder first
[07:26:54] <dermetfan> using cd C:\path\to\prjoect
[07:27:21] <pmartino> will the parser work now
[07:27:33] <dermetfan> we'll see
[07:27:37] <pmartino> ok let me try it
[07:27:48] <dermetfan> remove the copied box2dmapobjectparser though
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[07:29:11] <pmartino> gradle ran and disappeared
[07:29:26] <dermetfan> disappeared?
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[07:30:31] <pmartino> says build successful
[07:31:03] <dermetfan> well that's good
[07:31:12] <dermetfan> then start the game again
[07:31:53] <pmartino> slow comp
[07:32:45] <pmartino> hmm it doesnt see the libgdx utils
[07:33:01] <dermetfan> then your IDE project files are not configured correctly
[07:33:08] <dermetfan> what ide do you use?
[07:33:14] <pmartino> eclipse
[07:33:45] <dermetfan> ok, close eclipse
[07:33:59] <pmartino> k
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[07:36:31] <pmartino> well im upgrading it from 1.x.x
[07:36:56] <pmartino> hope it works
[07:37:21] <dermetfan> well tell me when eclipse is closed
[07:37:25] <pmartino> its closed
[07:37:32] <KicStart> has anyone built a full game creation studio atop libgdx?
[07:37:44] <dermetfan> KicStart: yes, google GdxStudio
[07:37:55] <dermetfan> pmartino: ok, then open the console again
[07:38:08] <dermetfan> and write cd C:\path\to\project
[07:38:20] <dermetfan> then gradlew.bat cleanEclipse eclipse
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[07:38:45] <KicStart> dermetfan: sweet! How come i couldn't think of something so obvious? lol, I found R.U.B.E. and GDXWorld without problem. lol
[07:39:06] <pmartino> ok
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[07:39:39] <pmartino> says successful
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[07:40:02] <dermetfan> ok, then open eclipse again
[07:40:19] <pmartino> k
[07:40:28] <dermetfan> check if you can import Box2DUtils
[07:40:28] <Xanthica> If by eclipse
[07:40:31] <Xanthica> You mean IntelliJ
[07:40:57] <dermetfan> Xanthica: unfortunately I don't
[07:40:57] <TEttinger> KicStart: https://github.com/pyros2097/GdxStudio seems a bit out of date, but I think it can use the latest gradle stuff
[07:41:18] <TEttinger> it could be either way
[07:41:37] <KicStart> TEttinger: I've been reading through the github pages and the wiki for the past few mins, wow, very slick
[07:41:50] <pmartino> sec, have to setup the gradle stuff, all of the folders turned blue and i cant open them lol
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[07:42:01] <dermetfan> in that case
[07:42:06] <dermetfan> just delete the project from workspace
[07:42:12] <dermetfan> but make sure not to really delete it
[07:42:13] <pmartino> yep already did it
[07:42:20] <TEttinger> ugggggh why do they do this https://github.com/pyros2097/GdxStudio/blob/master/libs/gdx.jar
[07:42:20] <dermetfan> ok then import, but not as gradle project
[07:42:32] <dermetfan> just import as already existing project
[07:43:23] <sinistersnare> TEttinger: because screw gradle :p
[07:43:28] <sinistersnare> and screw version control
[07:43:32] <pmartino> ok
[07:44:05] <KicStart> lol
[07:44:16] <sinistersnare> apparently GdxStudio has a scene editor... hmm i still wanna make my own :p
[07:44:18] <KicStart> sinistersnare: right on, just email zips and tars around
[07:44:25] <dermetfan> ah damn I forgot something
[07:44:31] <dermetfan> sorry pmartino
[07:44:37] <dermetfan> we have to edit the gradle.build file again
[07:44:41] <pmartino> ok
[07:45:01] <pmartino> np, im learning how to add stuff using gradle anyway lol
[07:45:17] <Xanthica> I mean if you want to spend a whole bunch of time making something
[07:45:22] <KicStart> sinistersnare: I just want a textfield that takes voice command, and all I need to do is describe the game I want, and the idea will just go and make the game I ask for.
[07:45:23] <Xanthica> Don't fix what isn't broken IMO
[07:45:35] <Xanthica> Thats the point of using libgdx in the first place
[07:45:41] <Xanthica> Or any API
[07:45:42] <sinistersnare> KicStart: like optimizing your program to a NOP lol
[07:45:46] <dermetfan> change "...libgdx-utils:libgdx-utils:0.4.0..." to "...libgdx-utils:libgdx-utils-box2d:0.4.0...."
[07:46:04] <KicStart> sinistersnare: wow, even the textfields don't listen to me
[07:46:25] <sinistersnare> KicStart: its ok, feel better champ
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[07:46:37] <KicStart> lol
[07:46:57] <pmartino> how about the html one
[07:47:38] <KicStart> sinistersnare: I spent the day fussing with RoboVM and trying to do some weird iOS on robovm stuff, can't wait to get back to more libgdx work.
[07:48:14] <sinistersnare> KicStart: ill have to touch robovm when i finish this app
[07:48:21] <sinistersnare> i wonder if that means i need to buy a mac?
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[07:48:31] <sinistersnare> i hope the guy who is paying me has a mac, cause he has an iphone
[07:48:32] <KicStart> ya, at least for now
[07:48:34] <dermetfan> that one too
[07:49:01] <sinistersnare> if i buy a mac, id start advertising myself as an iOS dev cause that shits expensive
[07:49:11] <KicStart> sinistersnare: aside to the lack of docs and examples, doing robovm is ridiciulously sweet
[07:49:25] <sinistersnare> yeah, i hear its much better than the old xamarin solution :p
[07:49:30] <pmartino> it only reads compile "...:0.4.0-SNAPSHOT:sources" for the html one though
[07:49:51] <KicStart> sinistersnare: It's fast to build stuff and if you already got your dev certs up, its amazingly simple to actually generate an IPA.
[07:50:10] <dermetfan> oh with the dots i meant the other part too
[07:50:12] <KicStart> sinistersnare: Eclipse knocks the tar out of XCode
[07:50:30] <sinistersnare> yeah, ive wanted to try it, but no iPhone or mac.
[07:50:32] <pmartino> what other part
[07:50:36] <sinistersnare> this is such a great experience :p
[07:50:37] <dermetfan> so it actually is net.dermetfan.libgdx-utils:libgdx-utils-box2d:0.4.0-SNAPSHOT:sources
[07:50:43] <sinistersnare> i never have gotten to use it lol
[07:51:00] <pmartino> i changed all the other ones but i left the html one alone
[07:51:09] <dermetfan> with :sources for the HTML one, without for core
[07:51:19] <pmartino> ok
[07:51:21] <pmartino> it imported
[07:51:32] <pmartino> that was mildly painful
[07:51:35] <dermetfan> you mean Box2DUtils imported in eclipse?
[07:51:41] <pmartino> i think so , theres no more red line
[07:51:59] <pmartino> and it runs
[07:52:04] <dermetfan> no error from the parser?
[07:52:11] <pmartino> nope, just some green debug lines
[07:52:13] <pmartino> :)
[07:52:13] <pmartino> thanks
[07:52:23] <dermetfan> nice :) no prob
[07:53:04] <pmartino> im surprised no one mentioned it in the video
[07:53:18] <pmartino> not many must have watched it and completed it for maybe a few months :S
[07:53:37] <pmartino> or maybe im retarded
[07:54:31] <dermetfan> which video?
[07:54:35] <sinistersnare> yessssss moto360 for $250
[07:56:07] <pmartino> your box2dmapobjectparser video
[07:56:48] <dermetfan> well I don't talk about how to add dependecies to gradle there
[07:57:13] <pmartino> hmm thats true, but i figured someone else would ask haha
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[07:58:23] <dermetfan> actually when I uploaded the video libdgx-utils wasn't on maven yet, so you couldn't add it via gradle
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[09:40:01] <milligan_> Morning!
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[09:59:43] <HunterD> morning!
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[10:05:40] <Fainosag> Hi . How can I create a rotated rectangle fixture in box2d ? Thanks.
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[10:10:15] <vestu> do you know how to create a rectangle fixture?
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[10:14:21] <vestu> how about this (just an idea)? b2PolygonShape.SetAsOrientedBox(hx,hy,center,angle
[10:14:28] <vestu> )
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[10:17:43] <cackling_ladies> http://www.infoworld.com/print/247823 intriguing.
[10:22:58] <Fainosag> vestu thanks fixed, the problem was that i forgot that box2d has the origin in 0 , 0, i was trying to set the origin to width/2 and height/2 thanks :D
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[10:37:39] <gentlemandroid> Who was talking about ssao in here recently?
[10:37:52] <gentlemandroid> Er, lightmaps I think it was
[10:38:48] <c0ke> Me perhaps?
[10:40:32] <c0ke> I've been looking to implement a really basic lighting solution using an image for my light
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[10:43:21] <gentlemandroid> I think I want to do some sort of pre-calculated ao for some procedural geometry I'm making
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[12:13:23] <[twisti]> is there a way to know the relative (to the camera/viewport) depth of a pixel, or get that information somehow ? clearly the gpu must know this information for the depth test to work, and it would make my ray casting much easier to know what general area a ray would end in
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[12:18:51] <mk1> [twisti]: nope
[12:19:43] <mk1> you can however use an FBO with attached depth buffer and read the depth value from there
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[12:25:22] <[twisti]> mk1: couldnt i get the depth information with glReadPixels ?
[12:25:50] <mk1> not sure, but even if you can, it would be very slow
[12:26:22] <[twisti]> i only need one pixels information
[12:26:51] <[twisti]> i am worried about that causing a forced synchronization, but frankly i dont understand opengl well enough to know if thats an issue
[12:28:02] <mk1> what pixel do you need and why?
[12:29:30] <[twisti]> im trying to find out what face the camera or mouse pointer is looking at
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[12:30:48] <mk1> any why would you need the depth for that?
[12:31:35] <mk1> this sounds like a usual hit test
[12:31:39] <[twisti]> because that will tell me the rough location of the face in question
[12:31:44] <[twisti]> it does, its exactly that
[12:31:55] <[twisti]> only i live in a voxel world with 200 million voxels
[12:32:09] <[twisti]> and id rather not try to .intersect all of those every frame if i dont have to
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[12:32:16] <mk1> the keyword here is octree
[12:32:57] <[twisti]> ive seen someone do some testing and octrees actually turned out to be pretty slow due to the randomness of memory locations
[12:34:25] <mk1> well, then whoever wrote it may not be the best programmer ;)
[12:34:31] <[twisti]> it would be a convenient shortcut if it worked, but if it doesnt, ill probably make it work
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[12:42:02] <Fainosag> Box2d problem - https://www.youtube.com/watch?v=l4poZy980JU&feature=youtu.be . Why the last bridge part is spinning wierd? It should not be spinning at all..
[12:44:31] <Fainosag> problem fixed
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[12:45:01] <c0ke> Thanks for sharing the solution
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[12:52:27] <kaykay> how to write a binary json for AN OBJECT
[12:56:02] <LiquidNitrogen> i have devious land mines, you can see them fairly easily usually, but if youre running away from something else theyre easy to not notice
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[13:15:49] <giwrgos88> hello everyone, i'm looking for a help to solve some issues. can anyone help me? thanks
[13:16:29] <matthewt> just ask your question(s)
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[13:21:35] <giwrgos88> the one i had added it on the forum here is the link: http://www.badlogicgames.com/forum/viewtopic.php?f=20&t=15960
[13:21:46] <giwrgos88> the other one has to do with tiled maps
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[13:30:50] <nemo9955> hi , can someone help me ?
[13:30:59] <nemo9955> I'm trying to implement the Scene3D 'hack' that NateS did in this post :http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=11176#p50371
[13:31:19] <noooone> 1 second
[13:31:37] <noooone> http://pixelscientists.com/blog/posts/3d-ingame-ui-with-scene2dui-in-libgdx
[13:31:40] <noooone> might help
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[13:32:16] <nemo9955> i got the visual part to work , but the interaction part i don't know what's wrong ...
[13:32:33] <cobolfoo> nice post noooone
[13:32:45] <s4ge> Hey guys, just one quick question. When I export a model from blender, it's initially rotated in libgdx. Is this normal?
[13:32:57] <[twisti]> yes
[13:33:12] <[twisti]> https://github.com/libgdx/libgdx/wiki/Importing-Blender-models-in-LibGDX
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[13:33:42] <nemo9955> noooone, i used that site , that's where i know about the post
[13:34:21] <noooone> and why does it not work? the code there should be sufficient for the input handling
[13:34:48] <s4ge> Thanks [twisti] I will check this out.
[13:35:42] <nemo9955> it acts weird .. , it doesn't interact properly with the image , don't know why
[13:37:24] <noooone> you might have to show more code
[13:37:28] <s4ge> [twisti], maybe you already know where I can change blenders coordinate system?
[13:38:21] <[twisti]> s4ge: as far as i know you cant, but just follow the advice on the page i linked and youll be fine
[13:39:22] <[twisti]> theres also #blender here on freenode where people are as friendly and helpful as here
[13:39:44] <nemo9955> noooone, here is the basic part of it http://pastebin.com/KydSeYX9
[13:40:33] <c0ke> Has anyone seen Ocirne23 around recently?
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[13:40:39] <s4ge> [twisti], Well yes, but I can't find any exporter settings. Note: I'm using the exporter plugin for blender.
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[13:41:40] <[twisti]> ah, i dont know anything about that, i just use regular export
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[13:42:24] <nemo9955> noooone, i screwed up a little , here is the proper one :D https://pastebin.com/GkKpeq7t
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[13:45:00] <noooone> nemo9955: your code is not the same like in those posts
[13:45:18] <noooone> have you tried to use exactly the same code?
[13:45:27] <andemiau> Is there any documentation on how to setup bullet physics on libgdx iOS?
[13:46:24] <andemiau> The main wiki entry lacks iOS setup. And my app is crashing because of bullet.
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[13:47:20] <noooone> Xoppa is probably the only one who could help you there. afaik there is no description about bullet/iOS anywhere
[13:47:33] <nemo9955> it's basiacally the same , keeping in mind that now scenes need a viewport instead if a camera , and the way screenToStageCoordinates was there were new instances created every frame
[13:47:51] <s4ge> There you go. http://de.tinypic.com/r/2dsh2f9/8
[13:48:01] <s4ge> Anyone expierience with the export plugin for blender?
[13:48:14] <gentlemandroid> andemiau, You probably need the iOS natives for bullet
[13:48:27] <gentlemandroid> How to go about that I can't help you with however
[13:48:29] <KicStart> I was wondering if there's a faster path to import Poser than this: http://badlogicgames.com/forum/viewtopic.php?f=11&t=11221
[13:48:50] <noooone> nemo9955: your plane up vector is different
[13:49:04] <noooone> yours is -z, not z
[13:49:16] <Xoppa> bullet should work on ios without special setup (other than described in the wiki) i havent experienced any problems with it
[13:49:44] <Thjal> I have a standard question I guess: how the !=#"? do I make eclipse work with the new adK release?
[13:51:02] <andemiau> Xoppa, maybe I'm missing something but there is nothing about iOS on the wiki entry. I included libgdx-bullet.a in my robovm is there maybe something else to include?
[13:57:56] <c0ke> Hay guys. I'm testing on a galaxy nexus one here and for some reason it isn't liking drawing a textureregion ._.
[13:58:06] <c0ke> My map and scene2d.ui render correctly, but my sprites are all black
[13:58:14] <c0ke> Works on all my other phones :X
[13:58:56] <gentlemandroid> The Galaxy Nexus One is notorious for becoming haunted by GPU gremlins
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[14:04:28] <Tomski> sneaky gremlins
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[14:08:12] <giwrgos88> any help with this please: http://www.badlogicgames.com/forum/viewtopic.php?f=20&t=15960
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[14:12:11] <nemo9955> noooone, it was 1 , i changed it to see what happens and forgot it set to -1 ..
[14:15:49] <nemo9955> i think it needs to modify the viewport in some way , but i don't understand them enough to make the change ..
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[14:19:33] <andemiau> can someone say something about this error: java.lang.AbstractMethodError: com.badlogic.gdx.backends.iosrobovm.IOSPreferences.putBoolean(Ljava.lang.String;Z) ? (happens on iOS)
[14:20:06] <mobidevelop> Never been able to reproduce that andemiau
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[14:21:03] <noooone> nemo9955: you need to update it correctly in the resize method
[14:21:20] <noooone> is there any way to change the volume in a global way?
[14:21:30] <noooone> like master volume, music and sound volume?
[14:21:50] <mobidevelop> Use the device volume controls :)
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[14:22:58] <noooone> that could only change the master volume... and maybe I want to disable music, but keep all sounds, or maybe only disable my game's sound completely, but keep playing music with a different app
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[14:23:21] <noooone> I mean... every game I've ever played had these options
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[14:23:46] <Tomski> Make it yaself
[14:23:50] <mobidevelop> That's what programming is for
[14:26:24] <[twisti]> i dont understand why everyone suggests bresenham for voxel ray intersection, it seems to me that bresenham would be both slow as well as imprecise
[14:26:28] <andemiau> mobidevelop, does that mean that someone had this error before?
[14:27:05] <mobidevelop> andemiau: Yes, it is on the tracker.
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[14:29:47] <noooone> wouldn't it make sense to add some global volume controls to Gdx.audio?
[14:30:44] <mobidevelop> No
[14:31:07] <noooone> Gdx.audio.newSound and new Music could then return instances which have this global volume already set by default
[14:31:19] <noooone> why not mobidevelop?
[14:31:57] <mobidevelop> Because you should explociti set your play volume
[14:32:02] <noooone> as I said, literally EVERY game I've ever played had these options
[14:32:05] <mobidevelop> Explicitly
[14:32:11] <noooone> why's that?
[14:32:23] <mobidevelop> And literally every game has programmed it for themselves
[14:32:42] <noooone> pretty stupid, don't you agree?
[14:32:45] <mobidevelop> Nope
[14:32:54] <Tomski> I group sounds into more catagories than Music and Sound
[14:33:07] <Getterac7> if every game has to implement it... why make a global audio multiplier?
[14:33:09] <Tomski> And they crossover
[14:33:14] <Tomski> Because everyone does it differently
[14:33:20] <Xoppa> andemiau, sure there is https://github.com/libgdx/libgdx/wiki/Dependency-management-with-Gradle#bullet-gradle
[14:34:30] <robitxzzz> yey android studio update, hope it will make wierd things less often this time
[14:34:31] <andemiau> Xoppa, I'm still using old setup.. (i know its crazy). But i fixed it by adding this: <pattern>com.badlogic.gdx.physics.bullet.**</pattern>
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[14:35:56] <noooone> Tomski: probably the only categories are effect sounds, voice sounds and music
[14:36:11] <noooone> and I assume 1% of all libgdx games have voices
[14:36:28] <noooone> so adding some basic controls for that to the framework might make sense
[14:37:50] <mobidevelop> How hard is it to make an AudioManager class for yourself?
[14:38:03] <Tomski> considering you are likely doing that already too
[14:38:25] <noooone> mobidevelop: sorry, but your argument doesn't make much sense
[14:38:56] <mobidevelop> Neither does yours
[14:39:14] <mobidevelop> The framework doesn't have to provide every single thing anyone might ever want to do
[14:39:27] <robitx> noooone: do you have problem with implementing global volume your self?
[14:40:22] <noooone> no I don't, I was just pretty suprised to not find anything for that in the API, because I consider it a very basic feature
[14:41:22] <noooone> I'm not asking to add every single thing, I'm asking for something pretty simple which like EVERY SINGLE GAME EVER MADE needs
[14:41:47] <mobidevelop> Not every game needs it
[14:42:45] <noooone> wasn't it you who said that the one thing you want every app to have is a mute button as soon as it has sounds?
[14:43:13] <mobidevelop> No
[14:45:53] <Getterac7> i guess the question is... if a global music/sound level is provided in LibGDX, would anyone use it?
[14:46:08] <Getterac7> tomski/mobi seems to think no one would.
[14:46:10] <mobidevelop> I would never notice if anything had sound in the first place, I keep my device volume off at all times.
[14:46:28] <robitx> mobidevelop: wow
[14:46:30] <Tomski> Getterac7, I like libgdx being a framework, not an engine
[14:47:21] <Tomski> I like implementing things how I seem fit, if you want to add the two floats to audio instead of your audio class go ahead
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[14:48:34] <Tomski> On all backends, ew
[14:49:06] <mobidevelop> 3 floats - global audio, global sound global music, then query them every time you play so that you can multiply them
[14:49:16] <mobidevelop> Also when you set volume
[14:49:16] <aza> Can someone explain how to add facebook sdk in libgdx project on Intellij.... I'm so confused... in wiki it's talking only about adding *.jar, but what about adding whole library with sources, like facebook is offering?
[14:49:53] <aza> How to make interface wrapper I understand.. I just don't know how to add Library
[14:50:11] <robitx> aza through gradle
[14:50:16] <Tomski> aza, you looked on the forum? Ive seen lots of posts with regards to the facebook sdk
[14:50:26] <mobidevelop> aza: Facebook provides instructions for that
[14:50:54] <noooone> Tomski: first of all, the definition of "framework" and "engine" are pretty blurry
[14:51:06] <aza> Yeah researched through google... nothing..
[14:51:06] <Tomski> I dont think so
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[14:51:29] <robitx> aza: is that library for core or is it for platforms?
[14:51:31] <noooone> second: how does adding some global volume control make it an engine instead of a framework?!
[14:51:58] <Tomski> noooone, the argument is against adding every single little thing that someone might use
[14:52:06] <aza> facebook android sdk with sources
[14:52:23] <davethomos> stage.addListener(new InputAdapter() { ... = not the way to add an input adapter to a stage. How do I? I'm looking at the docs and not figuring it out
[14:52:31] <noooone> it's about adding a little thing that many people might use...
[14:52:57] <robitx> aza: well I guess put it in android folder then and into your gradle dependencies add compile files('whateverthename.jar')
[14:53:33] <aza> robitx: there is no *.jar just plain sources
[14:54:09] <noooone> and I guess there's a lot of stuff in libgdx already, which is/would be used much more rarely than global volume controls
[14:54:31] <robitx> aza: oh, my mistake in reading your comments
[14:54:39] <mk1> davethomos: you're probably looking for Gdx.input.setInputProcessor
[14:54:52] <Tomski> noooone, I dont think that is a valid excuse to add more of the same
[14:55:03] <aza> robitx: have you ever integrated facebook/twitter in your games?
[14:55:15] <noooone> I didn'T say "the same" I said "more rarely"
[14:55:51] <Getterac7> noooone: probably easier at this point to add some variables into your audio manager, heh.
[14:56:10] <Tomski> Im not going to argue semantics with you :P
[14:56:30] <noooone> then don'T change my semantics, and I won't argue with you about them
[14:56:34] <robitx> aza: http://blog.shamanland.com/2014/05/add-facebook-sdk-to-project.html
[14:56:37] <Tomski> If you think it should be in, make a PR and see if anyone else thinks it fits
[14:56:48] <davethomos> mk1: thanks
[14:56:57] <noooone> I was going to do that, but of course not anymore
[14:57:32] <aza> robitx: I'll try =/
[14:57:38] <Tomski> Because two people disagreed with you noooone ?
[14:57:49] <robitx> aza: I guess you use sonatype already, so just add one other thing to compile
[14:57:51] <noooone> NateS has no time, badlogic is on vacation, Xoppa doesn'T care and the rest doesn'T want it
[14:58:00] <Tomski> Who are the rest?
[14:58:04] <noooone> you and mobi
[14:58:05] <Tomski> And when did they tell you they didnt want it?
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[14:58:41] <aza> robitx: what is sonatype? :D
[14:59:01] <aza> robitx: oh my bad
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[15:00:06] <Tomski> people come back from vacation, they aren't the only people that can have a say either, there are lots of contributors
[15:00:12] <Tomski> If you really think it belongs, PR it
[15:00:24] <Tomski> No matter how many times mobidevelop says no, it could still get in :)
[15:00:43] <aza> robitx: I guess it worked, no gradle sync errors :) tnx, will favourite that link
[15:00:43] <robitx> aza: your gradle already pulling from there libgdx, if you look into your main gradle, just add compile 'com.shamanland:facebook-android-sdk:3.15.0-SNAPSHOT' or whatever is current version into your dependencies
[15:01:49] <aza> robitx: thanks :) that worked..
[15:03:06] <robitx> aza btw. do you use clean intellij or android-studio?
[15:03:53] <aza> robitx: clean intellij
[15:04:45] <Getterac7> I'm rather surprised google dropped Eclipse as the main Android dev platform... did they give any reasons why?
[15:04:59] <robitx> because eclipse
[15:05:52] <robitx> eclipse in old and stable, google likes new and unstable
[15:06:02] <aza> Good argument :D
[15:06:14] <Tomski> And open source
[15:06:39] <mobidevelop> Tomski, noooone :I don't care that much. I don't think it necessary and think it adds bloat, but if people want it then go for it.
[15:07:53] <mobidevelop> This is the first time I've seen such a request in almost 4 years of libgdx, so I'd guess that it is not a feature that is "must have"
[15:08:49] <robitx> I would personaly rather see resurection of gdx-audio utils than global volume
[15:09:26] <robitx> thats functionality which is implicitly missing
[15:10:29] <noooone> I guess it all depends on someone's personal opinion/experience. nobody asking for it in 4 years is definetely an argument
[15:10:46] <noooone> although that might also be because people were able to add that more or less easily themselves
[15:11:13] <Tann_> I like wrapping the libGDX stuff in my own classes and implementing volume there
[15:12:11] <noooone> it seems people like doing easy, repetitive tasks themselves :)
[15:12:53] <noooone> maybe we shouldn't take them this pleasure, lol
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[15:13:34] <Getterac7> hehe
[15:13:48] <Tann_> Yeah! haha
[15:14:03] <Tann_> I've probably done a bunch of stuff myself that I just don't realise that libgdx does for me
[15:14:29] <mobidevelop> As for gdx-audio, I'm not sure that ever actually belonged as part of gdx. Aside from being a cross-platform compile, I don't think it really fit in the scope of gdx.
[15:15:03] <Tomski> extensions are almost out of scope :)
[15:15:15] <mk1> guys, I need some brain power here (or imagination): http://mk-scape.de/xplore_2014_08_18.png
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[15:15:28] <noooone> I'd like to know when a sound stopped playing T_T
[15:15:39] <mk1> I need names of fictitous planet names
[15:15:40] <noooone> stupid android
[15:15:57] <noooone> mk1: generate them
[15:15:59] <mk1> *fictitious names for planets
[15:16:10] <mk1> noooone: I do, but they just don't sound right
[15:16:19] <mobidevelop> Tomski: maybe so, but gdx-audio was particularly so
[15:16:23] <robitx> mobidevelop: well its nice to have pcm audio in a core and which you can fill only through third party code :(
[15:16:28] <Tann_> You have bornar and arscel so why not breiston and vagilon?
[15:16:43] <Tomski> mobidevelop, maybe we need a grading system for extensions
[15:16:49] <mobidevelop> We should
[15:17:09] <Tann_> Looks like a cool game though : )
[15:17:18] <noooone> 10 = core, 7 = extension, 3 = ashley, 0 not libgdx :)
[15:17:43] <mk1> Tann_: added. thanks
[15:17:54] <Tann_> Have them all in the same system hehee
[15:18:07] <noooone> Tomski: haha :D
[15:18:14] <Tomski> The system is an extension itself Tann_
[15:18:53] <noooone> maybe we should really add some kind of voting system to the libgdx homepage
[15:19:17] <noooone> a list of features which people might rate
[15:19:29] <Tomski> Open source != absolute democracy thank god
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[15:23:30] <robitx> I wonder what is mario's attitude about gdx-audio
[15:23:33] <mobidevelop> There will be no voting system
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[15:24:10] <mobidevelop> Since Mario removed it and it hadn't been touched in years, his attitude is probably that it didn't fit.
[15:24:17] <mk1> let's vote about the voting system ;)
[15:24:52] <robitx> mobidevelop: he also write on blog it might return at some form in the future
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[15:25:34] <mobidevelop> He did
[15:25:51] <Tomski> gah, anyone know the git magic to check history from a particular dir?
[15:26:09] <robitx> problem is not about it fitting, problem is nobody maintained it
[15:26:26] <mobidevelop> Because nobody used it
[15:27:34] <robitx> there are people who still use it
[15:27:50] <mobidevelop> Very very few
[15:28:09] <mobidevelop> And they couldn't be bothered to improve it
[15:28:47] <mobidevelop> He probably should have pulled it out to a separate repo though instead of killing it altogether
[15:29:57] <robitx> that is the core of the problem, not everyone has the skill and will to dig into jni and gdx-audio was heavilly dependent on it
[15:31:04] <mobidevelop> Well, skills can be learned of course.
[15:32:43] <robitx> yeah, but its matter of effectivity, one usualy preffers to choose most convinient solution
[15:34:15] <mobidevelop> Sure, but projects exist only as long as they are useful to those maintaining it. If it was no longer useful to anyone working on libgdx and nobody found it useful enough to step up and maintain it, that is writing on the wall.
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[15:35:16] <robitx> I get that, but not sure if its enough to stop me bitching
[15:35:35] <noooone> we could also ban you, would that help?
[15:35:35] <mobidevelop> Lol
[15:36:22] <robitx> noooone: that would greatly improved my productivity ;)
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[15:38:47] <robitx> I will have to learn jni shit at some point because good old gdx-audio is only armeabi without x86, but for now I am just glad that I have access to mp3 decoding and fft without the need to dig into and debug my own implementation
[15:43:20] <KicStart> noooone: I suggest you make some standalone audio manager extension lib, and see if it gets popular enough / anyone complains enough to shove it in the codebase if it shows merit.
[15:43:45] <noooone> I cannot make an extension for that
[15:44:28] <noooone> what can I do with the "instance ID" that Sound.play() returns?
[15:44:38] <noooone> where can I find the sound to that ID?
[15:45:38] <KicStart> noooone: you want feature but cannot implement, ya?
[15:46:22] <noooone> an extension doesn't make sense here, that's what I mean
[15:46:35] <noooone> Gdx.audio is basically the manager already
[15:46:43] <KicStart> noooone: Extension, fork, proof of concept, whatever you want to call it
[15:47:15] <KicStart> noooone: if your feature shows merit, it will get attention and adopted, else, it will sit on the vine to die like 99% of all FOSS contributions
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[15:48:10] <Tomski> pour one out
[15:50:00] <abs25> Gdx.gl.glClearColor(0.47f, 0.47f, 0.47f, 0); changing alpha channel doesnt work, or I need to draw something before behind background to have it work?
[15:50:43] <robitx> abs25: 0 alpha? you get black
[15:51:17] <abs25> 1 alpha, I get white, yeah
[15:51:21] <abs25> but I dont see any change?
[15:51:48] <robitx> what change would you like to see, it clears buffer with the color you choose
[15:52:05] <abs25> I am wondering what alpha channel does then?
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[15:52:40] <vixus> hi all
[15:53:29] <Ashiren> moshimoshi
[15:54:25] <robitx> abs25: generaly it gives you transparency, inside clear color, it gives you transparency with empty buffer (black) behind
[15:54:41] <vixus> so i have a Gdx application that needs to make HTTP requests and write to storage. works fine on the desktop of course, but I guess I have to give certain permissions for it to work on 'droid?
[15:55:06] <mobidevelop> You need the internet permission
[15:55:09] <robitx> vixus: <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
[15:55:10] <robitx> <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
[15:55:10] <robitx> <uses-permission android:name="android.permission.INTERNET" />
[15:55:20] <vixus> aha, thanks
[15:55:34] <vixus> i think it must be on the wiki somewhere..
[15:55:40] <vixus> just couldn't find it
[15:55:51] <robitx> google couldnt find it?
[15:56:55] <vixus> i found this page: https://developer.android.com/guide/topics/security/permissions.html#declaring
[15:57:32] <vixus> but I couldn't find a list of permissions
[15:57:39] <Ashiren> :o
[15:57:52] <robitx> http://developer.android.com/reference/android/Manifest.permission.html
[15:58:38] <robitx> for googling "android internet permission" its 4th link
[15:58:38] <vixus> ah thanks :)
[15:58:47] <mobidevelop> Heh
[15:59:02] <vixus> first link on ddg ;)
[15:59:17] <mobidevelop> Whatever a ddg is
[15:59:24] <vixus> duckduckgo.com
[15:59:31] <robitx> wow
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[16:01:28] <mobidevelop> Also the exception that is thrown when you try to access the internet without permission tells you the permission :P
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[16:07:11] <suarez> hi. Im doing a table of buttons and im doing .row(); , but this make´s them row upwards. I want them to row downwards. How to?
[16:07:37] <robitx> row upwards?
[16:08:06] <suarez> Well when I place the buttons in a row, they add on eachother upwards on the screen instead of down... hard to explain
[16:08:23] <noooone> add your rows in reverse order then
[16:09:00] <suarez> Im talking about this: "table.add(buttonAdd).pad(5).size(75, 75).row();"
[16:09:04] <mobidevelop> But they don't add upwards in Table
[16:09:08] <noooone> they will always be added underneath the last row
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[16:09:23] <suarez> Oh they do? Then my eye must have made a mistake!
[16:09:37] <robitx> suarez: on top of each other?
[16:10:04] <robitx> suarez: post whole blog with table on pastebin
[16:11:05] <jamesSur> I'm trying make a spriteBatch.Draw(item..) black using, spriteBatch.setColor(Color.BLACK); but its not just drawing the sprite and not tinting it black. Anyone got any ideas?
[16:11:24] <suarez> robitx: http://pastebin.com/Qhq8Jjm5
[16:11:51] <suarez> I tried adding another one and it did add itself on top of the row. So it doesn´t place it down in the row
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[16:13:39] <robitx> suarez: is 75*6 in the range of your bounds?
[16:14:53] <suarez> Yes. If I can use the measurements from the Orthographic camera? I set the height to be 204 on that. So I assume it will be ok.
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[16:16:45] <c0ke> Hey guys, I've found what looks like a guide on achieving exactly the kind of lighting I want to work with, but I can't for the life of me get it working with a tiledmaprenderer instance and I'm wondering if it's because of the batch.begin and batch.end calls in the renderer? It's this post half way down the page http://www.java-gaming.org/index.php?topic=30882.0
[16:17:11] <c0ke> If someone could have a glance over it I would love you much
[16:17:30] <mobidevelop> suarez: why are you making multiple skins and stages?
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[16:18:32] <suarez> I haven´t cleaned the class up yet... My friend made a lot of changes last night and didn´t cleaned it up as it seems.
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[16:19:32] <robitx> suarez: is 75*6+5*12 < 500?
[16:19:46] <HunterD> HI! I just got a cheap android tablet to play with. doing some performance testing I stumbled into a weird test case. I render a sphere with 14282 vertices and 1 directional light(or point light). the shading for all the faces is set to flat. on the crappy tablet I get 60fps (the tablet is http://www.allviewmobile.com/products/pc-tablets/pc-tablets-list/viva-h7/specifications/?L=1) with...
[16:19:47] <HunterD> ...gpu: Power VR SGX544 /4core (on some apps on the tablet the gpu is marked as being single core only) . the weird thing is that on the Samsung S3 with 4 core Mali 400 I get 40 fps. now if I set shading to smooth before exporting the sphere I get 60 fps also on the S3...
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[16:20:10] <HunterD> all the redering is with the standard model batch
[16:21:18] <suarez> robitx: No.. But I tried reducing the amount of buttons to fit the bounds and they still pile on top of eachother
[16:21:19] <HunterD> for 2 point lights , with flat faces : 60 fps on tablet, 34 on S3 :(
[16:22:09] <suarez> mobidevelop: Im not making multiple skins and stages? They are commented out
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[16:23:26] <mobidevelop> Ah, the use of pastebin without specifying the file type.
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[16:23:53] <suarez> ye srry..
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[16:24:23] <mobidevelop> In any case, Table always grows up with new rows added to the bottom.
[16:24:48] <noooone> finally, table grew up!
[16:25:02] <suarez> So everytime I add something new to the table, I gotta change the position of the table? So it wont grow out of the screen?
[16:25:43] <mobidevelop> The table is positioned per the bottom left corner
[16:25:50] <noooone> usually you set it to setFillParent and you won't care about anything anymore
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[16:26:31] <McDax> Hey, what can I do if my contactlistner doesn't recognize contactendings sometimes? (The Player touches the ground very soft and fly away immediately afterwards -> contact-begin: recognized contact-ending: not)
[16:27:12] <noooone> begin is called when the bounding boxes overlap, iirc
[16:27:50] <noooone> but that also wouldn't explain why end isn't called...
[16:28:02] <McDax> yes :\
[16:28:04] <noooone> do you use setTransform?
[16:28:50] <McDax> yes, it's bad?
[16:29:13] <noooone> yes
[16:29:22] <noooone> it's basically teleporting
[16:29:33] <McDax> but only for changing the angel
[16:30:03] <noooone> it's still kind of teleporting :)
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[16:30:33] <noooone> try setting angular velocity instead and see if the problem remains
[16:31:22] <vixus> hurrah, http requests working
[16:31:47] <[twisti]> are float operation still slower than int operations these days ?
[16:32:04] <vixus> one thing though, the rendered screen seems to be tiny, at some weird aspect ratio in the top left when on android
[16:33:37] <vixus> ah, it's to do with glViewport i guess
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[16:35:25] <McDax2> @noooone: but I want to have an specific angle
[16:35:36] <McDax2> *a
[16:35:39] <robitx> putting slider inside a table is fine, putting that table later inside a scroll is not fine at all
[16:37:00] <vixus> hmm nope, i'm using glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()) in my render() but i still just get a 640x480 (viewport size) screen in the top left
[16:37:22] <vixus> i'm using a StretchViewport
[16:37:40] <vixus> sorry, a FitViewport
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[16:40:01] <McDax2> Is it possible to change the angle to 0 without Transforming?
[16:40:44] <vixus> ok, there are a bunch of geometries involved here, and i'm not sure which determines how the game is displayed on the android screen.
[16:40:59] <vixus> the OrthographicCamera has a width/height in the constructor
[16:41:03] <vixus> so does FitViewport
[16:41:36] <vixus> i've used the same "virtual" width and height for both of these, and the game gets scaled appropriately on the desktop
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[16:42:19] <vixus> but on android, it just displays the virtual-sized view in the top left of the screen
[16:43:21] <noooone> vixus: why glViewport?
[16:43:43] <noooone> you could use the Viewport class
[16:43:48] <vixus> noooone: i am using the viewport class
[16:43:51] <vixus> i got rid of glViewport
[16:43:59] <vixus> i'm using FitViewport specifically
[16:44:07] <noooone> ah, well, show some code
[16:45:28] <vixus> http://ix.io/dWj
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[16:45:47] <HunterD> doing some more testing I got that the Power VR SGX544 / (4core or 1 core, still not shure) can do 45 fps vs Mali 400(S3) 3.6 in this gpu oriented benchmark: https://play.google.com/store/apps/details?id=com.romanshuvalov.gpupa&hl=en setting are (512x512 framebuffer, 2 triangles, 50% area, no blending, no depth, all on minimum except MxM for Fragment shader set on 20)
[16:46:08] <noooone> vixus: please on some site that has code highlithing
[16:48:25] <HunterD> does the Power VR has some matrix x matrix compute magic for the fragment shader? in all other parameters the S3 kicks the crappy tablet ass
[16:49:34] <HunterD> example: all parameters the same, with 50 MxM (as in matrix x matrix) tablet: 50 fps, S3: 1.5 fps!!!
[16:51:20] <vixus> noooone: http://pastebin.com/zpA5beep
[16:52:10] <vixus> important methods are create(), preRender() and onResize()
[16:52:39] <noooone> vixus: "onResize()"?
[16:52:45] <noooone> shouldn't that be just "resize"?
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[16:53:23] <vixus> probably
[16:53:30] <noooone> are you sure it is called?
[16:53:41] <noooone> I think there's also a difference between desktop and android here
[16:53:50] <vixus> yes, it's called by ScreenAdapter.resize()
[16:53:58] <noooone> on desktop I think resize is called once automatically, on android maybe not
[16:54:01] <vixus> but maybe it's never called on android
[16:54:20] <noooone> try calling it once yourself with Gdx.graphics.getWidth()....
[16:54:44] <vixus> ok
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[16:57:40] <vixus> noooone: no luck
[16:57:51] <vixus> noooone: just a distorted view in the top left again
[16:58:07] <vixus> i'm calling resize() at the end of create()
[16:59:41] <noooone> I don't know then... you might need to debug it step by step to see where the wrong values come from
[16:59:47] <Ashiren> doesnt it call by default?
[17:00:02] <vixus> there's no difference whether i call it manually or not
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[17:07:17] <suarez> When im going to use two completely different button types, is it good practice to use different stages for them?
[17:08:36] <mobidevelop> No
[17:09:22] <suarez> ok, so instead I just add another actor to the stage?
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[17:09:37] <mobidevelop> Yep
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[17:10:19] <suarez> And the actor can be the button itself?
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[17:12:28] <mobidevelop> Yes
[17:12:43] <gentlemandroid> I always use multiple stages, but I always work with very arrogant, self-aggrandizing buttons
[17:13:15] <mobaxe> hey guys,i use admob in my app, it works weird.I can see ad but i cant see my main menu screen
[17:13:20] <mobaxe> the ad blocks it
[17:13:25] <suarez> But with my other buttons that are in a table, I set the size of them using the table.add.size. Does button.sizeBy(); do the same thing?
[17:13:33] <[twisti]> lol gentlemandroid
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[17:16:22] <mobidevelop> suarez: button.setSize
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[17:17:14] <suarez> Thanks!
[17:17:57] <mobaxe> anyone here used admob before ?
[17:18:27] <mobidevelop> Yes
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[17:19:30] <mobaxe> i see my admob ad at top
[17:19:40] <mobaxe> but entire screen is black
[17:19:44] <mobaxe> i cant see my main menu
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[17:20:50] <mobidevelop> Show code
[17:20:54] <mobaxe> @mobidevelop http://pastebin.com/3DVjWaEP btw startapp works good
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[17:22:07] <mobidevelop> setContentView blows away the gdx view
[17:22:44] <mobaxe> it didnt work without setcontentview, how can i fix this
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[17:33:16] <McDax2> So, I still have this Problem: Hey, what can I do if my contactlistner doesn't recognize contactendings sometimes? (The Player touches the ground very soft and fly away immediately afterwards -> contact-begin: recognized contact-ending: not); There isn't any transformation anymore
[17:35:14] <vixus> ok, so after some debugging, Android is calling resize(), and the viewport width, height is being set correctly
[17:35:27] <vixus> but it doesn't seem to be transforming my world coordinates to viewport coordinates
[17:35:32] <vixus> or rather, it does on desktop
[17:35:35] <vixus> but not android
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[17:35:43] <cobolfoo> vixus are you using table ?
[17:36:02] <vixus> cobolfoo: what?
[17:36:08] <cobolfoo> stage/scene2d stuff
[17:36:11] <vixus> no
[17:36:17] <vixus> just the Viewport class
[17:37:09] <vixus> which works as advertised on desktop
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[17:37:51] <cobolfoo> In your first render loop, do the world coordinates to viewport coordinates are ok ?
[17:38:01] <cobolfoo> I mean, they dont work as expected in resize, but I guess in render they are ok
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[17:38:51] <vixus> i'm not sure I understand
[17:39:18] <vixus> i am setting different Screens with setScreen
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[17:39:32] <cobolfoo> ok then forget about it, might not be the same problem
[17:39:33] <vixus> I do not call any Viewport methods in their render() methods
[17:40:08] <cobolfoo> I got into a problem lately, when I wanted to resolve world coordinates into view port coordinates in resize() it was not working, but It was ok from render() function
[17:40:56] <vixus> ah
[17:40:58] <cobolfoo> I created a boolean value like: boolean layoutChanged, I set it to true in resize() and in render() if it is set to true, I perform my coordinates stuff and set it to false (( I dont want render() to calculate each time.
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[17:41:16] <vixus> no this is something that is different between the android and desktop versions
[17:41:20] <vixus> but i just can't figure out what
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[17:50:03] <phoenixw> How would I test zoom on desktop?
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[18:08:18] <TrofSivart> hi all :)
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[18:10:47] <TrofSivart> So if I want to "destroy" objects when I switch from a Menu Screen to a Game Screen, I just set everything to null and remove them from arrays/lists right?
[18:13:40] <Unimatrix325> basically yes, but there can be some objects, that will not be destroyed this way
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[18:19:14] <TrofSivart> I wish ashley had a removeAllSystems method : /
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[18:22:38] <TrofSivart> Hm, that's interesting. which objects are those Unimatrix325?
[18:23:02] <Neomex> can i switch to fullscreen while game is running?
[18:23:44] <cobolfoo> just move your head closer to the screen
[18:23:51] <TrofSivart> Yes Neomex
[18:24:24] <Unimatrix325> TrofSivart : that depends on lot of things, but maybe textures, sound files etc. Generally stuff, that is not initiated or directly controlled by your code, or ONLY by your code
[18:24:42] <TrofSivart> Gdx.graphics.setDisplayMode(int, int, bool = true if fullscreen) : Neomex
[18:24:59] <Neomex> thanks
[18:25:23] <Unimatrix325> in other words, you probably don't have access to references to all objects
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[18:25:57] <TrofSivart> right. Well I already handle asset disposing with asset manager, I was just having issues with objects I had references to.
[18:26:11] <TrofSivart> I fixed it now though.
[18:26:17] <Unimatrix325> then yes...
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[18:28:11] <TrofSivart> How would I fully remove the Html project from my Gdx project?
[18:28:32] <TrofSivart> can I just remove the dependencies on gradle and then remove the html folder
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[18:28:57] <vixus> yeah
[18:30:46] <TrofSivart> what about the gwt files in core? get rid of thos too?
[18:31:22] <Tomski> go for it
[18:35:50] <s4ge> I'm back and I still have to ask: Has anyone expirience with the g3d export plugin for blender?
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[18:51:32] <Neomex> how to hide cursor on desktop?
[18:51:44] <cobolfoo> put your finger over it
[18:52:38] <Unimatrix325> funny responses brought to you by...
[18:52:40] <Neomex> your very helpfull today :d
[18:52:41] <vixus> ok, so i think i can get the scaling to work IF i set my virtual viewport dimensions to be the same as the device dimensions
[18:52:49] <vixus> so much for independent units
[18:52:52] <vixus> :(
[18:54:11] <cobolfoo> Neomex: since libgdx use LWJGL you could do Mouse.setGrabbed(true) I guess
[18:54:54] <s4ge> Well, it seems like it is not possible to export blender models with the correct orientation when using the blender export plugin
[18:56:02] <noooone> Gdx.input.setCurserCatched(true)
[18:57:17] <noooone> *Cursor
[18:57:31] <cobolfoo> noooone: how fun: https://github.com/libgdx/libgdx/blob/master/backends/gdx-backend-lwjgl/src/com/badlogic/gdx/backends/lwjgl/LwjglInput.java
[18:57:43] <cobolfoo> setCursorCatched call Mouse.setGrabbed and do nothing else
[18:58:00] <Neomex> thanks, wanted to ask whats the difference
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[19:06:31] <vixus> i feel like that basically renders the viewport useless though
[19:06:45] <vixus> because i'm back to using device coordinates
[19:07:19] <vixus> and i need to start cascading resize() methods through everything
[19:07:23] <vixus> ugh
[19:08:34] <Xoppa> s4ge, https://github.com/libgdx/libgdx/wiki/Importing-Blender-models-in-LibGDX#setting-the-coordinate-system-up-axis
[19:09:07] <noooone> vixus: it should work, you are the first one for whom the viewport doesn't work on android
[19:09:22] <vixus> do i get a prize?
[19:09:25]
[19:09:47] <Xoppa> s4ge, i'm pretty sure there is
[19:09:54] <vixus> noooone: then I must be using it incorrectly. but I can't see why..
[19:10:56] <vixus> the docs are very unclear on how to initialise and use viewports
[19:11:29] <s4ge> Xoppa, the options available in the blender plugin are: "Selection Only", "Export Armatures", "Export Actions as Animations" and "Export Tangent and Binormal Vectors"
[19:11:33] <s4ge> That's all
[19:11:36] <vixus> i can't tell if and when i have to use the Viewport.apply and Viewport.update methods
[19:11:48] <Xoppa> s4ge, then you
[19:11:59] <Xoppa> s4ge, then you're probably using the wrong exporter
[19:13:01] <noooone> vixus: apply just sets everything once more, with the parameters of the last update, kind of
[19:13:07] <s4ge> Xoppa, it's called "io_scene_g3d"
[19:13:19] <vixus> noooone: kind of? do I ever need to call it myself?
[19:13:20] <noooone> it's only useful when you are using several different viewports at once
[19:13:24] <vixus> ok
[19:13:40] <vixus> what are the parameters to the viewport constructor?
[19:13:47] <noooone> in general the only thing you need to do is viewport.update(w, h) in resize
[19:13:51] <noooone> that's about it
[19:13:55] <vixus> my own, fixed dimensions or the device dimensions?
[19:14:16] <noooone> in update?
[19:14:40] <vixus> in FitViewport() and .update(), yes
[19:14:52] <vixus> well in update() i assume it is the arguments to resize()
[19:14:54] <noooone> you init FitViewport with your virtual resolution
[19:14:58] <vixus> ok
[19:15:07] <noooone> in update always pass the real viewport size
[19:15:20] <noooone> screen size, device size, however you call it
[19:15:24] <noooone> window size idk
[19:15:28] <vixus> ok
[19:15:45] <vixus> and if I need to construct an OrthographicCamera to pass to FitViewport()
[19:15:48] <vixus> what dimensions do I give it?
[19:16:10] <noooone> no dimensions
[19:16:14] <noooone> Viewport sets them
[19:16:26] <Xoppa> s4ge, what is that? just export to fbx as described in that wiki page
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[19:16:55] <unksafi> hi ppl :)
[19:18:03] <vixus> noooone: ok, thanks
[19:18:37] <noooone> vixus: maybe you want to check the actual sourcecode... it's not really much actually, but it could help you to understand what it's actually doing
[19:20:29] <noooone> steam changed their icon somehow....
[19:20:35] <noooone> I just cannot get used to that
[19:20:40] <vixus> noooone: yeah they had a gui update
[19:21:18] <noooone> I'm always searching for black and squared
[19:21:23] <noooone> but now it's blue and round -.-
[19:21:54] <TEttinger> noooone, get an icon pack for your desktop that is randomized every startup
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[19:23:22] <noooone> yes, I shoudl def. do that
[19:23:50] <vixus> noooone: so looking at Viewport.update(), it takes in the screen width and height, but never actually uses them.. er
[19:25:33] <unksafi> does anybody know why my label text is being cropped? My code looks really simple, I don't really get why it's doing that... Code: http://pastebin.com/YuDCGfYM , Screenshot of what's happening: http://oi60.tinypic.com/2zejw2q.jpg
[19:25:44] <noooone> don't look at Viewport, check FitViewport (ScalingViewport)
[19:26:17] <unksafi> I already tried expand/fill X , with no luck...
[19:26:37] <vixus> right, so the magic is being done through Scaling.apply i suppose. but it's clearly not centring the viewport properly.. hmm
[19:27:02] <unksafi> And I checked the esotericSoftware on the table layout, with no luck either :/
[19:28:05] <noooone> vixus: is it for a UI?
[19:28:35] <vixus> noooone: yes, the viewport never moves
[19:28:49] <noooone> oow
[19:29:01] <noooone> then try viewport.update(w, h, TRUE)
[19:29:08] <noooone> that centers the camera
[19:29:33] <vixus> oh ok
[19:29:37] <vixus> i'll try that
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[19:34:54] <TEttinger> noooone, at one point on a mac I switched to http://iconfactory.com/freeware/preview/amra for icons. it completely messed up by ability to find anything for at least a week
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[19:39:05] <hackhalo2> alright, so if I package LibGDX into my final jar, will LibGDX extract the natives it needs automatically, or do I need to do that?
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[19:42:10] <mobidevelop> It is automatic
[19:43:04] <hackhalo2> okay, so just as long as LibGDX is set up right it'll do it's thing?
[19:43:49] <noooone> Table, rowspan, anyone?
[19:45:00] <noooone> okay... I found it
[19:45:02] <noooone> "Note that there is no rowspan. To acheive this, use a nested table."
[19:45:32] <cobolfoo> only colspan is avasil
[19:45:33] <cobolfoo> avail
[19:54:47] <hackhalo2> okay, can I relocate where the natives are packed with LibGDX, or is it a hardcoded thing?
[19:55:47] <Getterac7> hackhalo2: i'm not sure about the current gradle process, but previously, you had to pack the jar yourself, so you could put them where you want, so long as you told Java where they were located.
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[19:56:33] <hackhalo2> ah, well I'm using Maven with the maven-natives plugin
[19:57:14] <mobidevelop> Does it matter where they are packed?
[19:58:08] <hackhalo2> not really, I just thought it'll look nicer if there were in /natives instead of the root
[19:58:36] <mobidevelop> The natives loader looks for them in the root
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[20:20:35] <kalle_h> hello
[20:20:47] <unksafi> hi
[20:20:51] <Getterac7> yo
[20:21:04] <unksafi> does anybody know why my label text is being cropped? My code looks really simple, I don't really get why it's doing that... Code: http://pastebin.com/YuDCGfYM , Screenshot of what's happening: http://oi60.tinypic.com/2zejw2q.jpg
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[20:22:33] <Getterac7> unksafi: what is the blue box?
[20:23:30] <unksafi> i'm not sure...
[20:24:01] <unksafi> i just debuged the window and it appeared like that
[20:25:08] <unksafi> this is the documentation on the "table layout"
[20:25:10] <Getterac7> unksafi: i'd suggest window.fill() or something?
[20:25:12] <unksafi> "The outer blue rectangle shows the size of the table widget. The inner blue rectangle shows the size of the logical table, which is aligned to center by default."
[20:25:33] <unksafi> I already tried expand/fill X , with no luck... :/
[20:26:19] <Getterac7> oh, window does have a table inside it... might be able to get the table and try expand on that.
[20:26:25] <mobidevelop> Repack the window after update
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[20:28:51] <kalle_h> I today tested quickly shader that bend all geometry to achieve world arch. What do you think of that kind of effect in games?
[20:29:32] <Getterac7> kalle_h: I don't think i follow.. any example?
[20:29:37] <unksafi> mobidevelop that was it!
[20:29:57] <unksafi> I forgot to repack after update
[20:30:01] <kalle_h> Getterac7: world is round, so faking that
[20:30:18] <unksafi> thanks Getterac7 and mobidevelop
[20:30:41] <[twisti]> most people overdo that effect
[20:30:48] <[twisti]> make the world look tiny and cartoony
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[20:30:59] <InspiredNotion> Hello
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[20:33:39] <TrofSivart> hey guys
[20:33:54] <TrofSivart> my asset manager isn't disposing properly when using freetype
[20:34:00] <TrofSivart> not exactly sure what is going on
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[20:42:00] <kalle_h> [twisti]: sometimes you want that effect
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[20:42:59] <kalle_h> [twisti]: any progress on your voxel game?
[20:43:44] <[twisti]> im trying to
[20:43:59] <[twisti]> im trying to implement a decent pick ray but i cant get it to work quite right
[20:44:17] <kalle_h> what part of problem is problem?
[20:44:23] <kalle_h> *problem = algo
[20:44:41] <[twisti]> i found a great paper from 1987 that i implemented and it almost works, but it uses round ints for ray origin, and i cant get that from cam.getPickray
[20:45:21] <[twisti]> this one, it seems to still be the best thing around http://www.google.de/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CCcQFjAA&url=http%3A%2F%2Fwww.cse.yorku.ca%2F~amana%2Fresearch%2Fgrid.pdf&ei=r0nyU72jHJCe7Aadu4CQBw&usg=AFQjCNE4Lb_wnze4aqNCdfuTqylhiSNs0Q&sig2=dB_Wu079a56wwvRG3kZluQ&bvm=bv.73231344,d.ZGU
[20:45:23] <[twisti]> oops
[20:45:40] <[twisti]> does that link work ?
[20:45:53] <Chilley> y
[20:45:54] <kalle_h> yeah
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[20:46:44] <[twisti]> i made a first attempt like http://pastebin.com/N69jUGaa which seems to almost work but not exactly
[20:47:04] <[twisti]> going to add a graphical indicator now so i can better narrow down how exactly its wrong
[20:47:27] <[twisti]> but i just got home from running a little bit ago so shower time first
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[20:48:57] <s4ge> ERROR: FBX SDK encountered an error: Unknown
[20:49:01] <s4ge> Any ideas?
[20:49:13] <Saymos> Is it possible to rotate a button/textbutton in an easy way? I tried the .setrotation and rotateBy methods but they didn't really do anything
[20:49:40] <kalle_h> damn java code looks ugly :/
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[20:51:44] <TrofSivart> When I call manager.dispose(), the game crashes
[20:52:12] <kalle_h> Wild guess. You have some problem there :)
[20:52:31] <kalle_h> are yuo still using some assets that you try to dispose?
[20:53:20] <TrofSivart> Hmm maybe. dispose works perfectly when not using freetype. crashes when loading a freetype font.
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[21:08:13] <s4ge> Mhmmm for some reason, libgdx isn't able to load the texture of the g3db model file...he can't find it.
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[21:10:27] <InspiredNotion> guys with a slider do you have to use a skin? or can you specify textures?
[21:12:57] <[twisti]> i think the ugliness of that code isnt javas fault ;)
[21:15:56] <kalle_h> [twisti]: bad generic coding support, no operator overloading, no stack allocs
[21:16:13] <cobolfoo> InspiredNotion: skins are just texture specification, you can avoid using skin by doing yourself what a skin do.
[21:16:19] <kalle_h> all them together cause code look like shit
[21:16:33] <cobolfoo> InspiredNotion: check Sldier.SliderStyle class
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[21:16:37] <cobolfoo> Slider.SliderStyle
[21:16:56] <noooone> http://imgur.com/FhIigVC,kEmKKZJ#0 http://imgur.com/FhIigVC,kEmKKZJ#1 I like the idea of a book for all UIs... a page for character attributes, inventory, input settings, sound settings etcetcetc :D
[21:17:31] <cobolfoo> noooone: when I see this it reminds me that scene2d-ui really need tabbed panes
[21:17:46] <TrofSivart> so if I unload the ttf file I can dispose, but then it throws a different error
[21:17:47] <TrofSivart> hmm
[21:17:50] <[twisti]> thank god for no operator overloading
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[21:18:14] <noooone> cobolfoo: true, but I will add bookmarks to the left and right to switch the "pages"... it's basically tabs then
[21:18:46] <InspiredNotion> @Noooone look great
[21:19:15] <TEttinger> [twisti]: clojure allows fun variable names. (let [ ͡°°͜ʖ‚͡° "smug"]   ͡°°͜ʖ‚͡°) ;; <-- this returns "smug"
[21:19:35] <TEttinger> F# does too, to a lesser extent
[21:19:52] <[twisti]> i think java allows that too
[21:19:59] <TEttinger> it has punctuation
[21:20:00] <[twisti]> i saw code with mandarin variable names
[21:20:05] <[twisti]> had to copy and paste everything
[21:20:08] <TEttinger> haha
[21:20:20] <noooone> InspiredNotion: thanks... it's far from being finished though :)
[21:20:26] <TEttinger> yeah I had a unicode CJK block emoticon as an F# variable once
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[21:22:47] <TEttinger> my favorite clojure snippet for now uses no alphanumerics. no letters or numbers in any language
[21:22:50] <TEttinger> (#(`[~@%] (`[~@%&] (+))) (#(`[[~@%&]] (+)) := :- :> :<) (+ (*) (*)))
[21:23:18] <TEttinger> (it is a re-implementation of .get on a vector)
[21:23:28] <TEttinger> it gets the element :> from that vector
[21:23:46] <TEttinger> it's clearly a joke program
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[21:24:16] <TEttinger> it's identical to ([:= :- :> :<] 2)
[21:24:59] <noooone> my favorite variable name: http://pastebin.com/Naw8qwzN
[21:25:52] <TEttinger> I wonder if you can use invisible chars as identifier tokens
[21:26:06] <noooone> http://pastebin.com/c2uE6UZZ :D
[21:26:07] <TEttinger> now you're coding python!
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[21:28:16] <[twisti]> you can embed escaped unicode to mess with people
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[21:29:56] <kalle_h> [twisti]: operator overloading is as bad as any functions. But if you those carefully they will help readability.
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[21:33:16] <kalle_h> *use those
[21:33:16] <tnelsond> Perhaps we should make a language for the JVM that looks like C++ and has *all* the features anybody would ever use.
[21:33:36] <kalle_h> who said that c++ is great?
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[21:34:18] <maximtwo> [15:33] <kalle_h> c++ is great
[21:34:26] <maximtwo> you did
[21:34:48] <kalle_h> I give you that
[21:37:59] <tnelsond> I'm a C person myself. Wish there was a good C for the jvm.
[21:38:40] <kalle_h> That would be quite oddball. You would throw all the good things and take the bad
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[21:40:33] <[twisti]> wow fuck this pickray code, it works just well enough for me to not want to chuck it
[21:40:40] <[twisti]> but nowhere near right
[21:40:59] <[twisti]> and not even predictably wrong, some blocks work fine, others dont and i cant see any pattern
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[21:43:38] <kalle_h> [twisti]: this look suspious: pickray.origin.x % 1
[21:43:53] <aegamesi> Is there a Hiero standalone?
[21:43:59] <[twisti]> its to get float uh
[21:44:03] <[twisti]> the stuff behind the dot
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[21:44:08] <[twisti]> 1.23 % 1 => 0.23
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[21:44:38] <[twisti]> the fraction bits
[21:45:30] <mrmenace> hello all
[21:45:41] <[twisti]> hi
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[21:45:51] <unksafi> aegamesi, standalone?
[21:46:00] <unksafi> there's this -> https://github.com/libgdx/libgdx/wiki/Hiero
[21:46:19] <unksafi> below Linux/OS X
[21:46:26] <unksafi> I used that one
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[21:50:07] <Chilley> shapeRenderer.setProjectionMatrix(getSpriteBatch().getProjectionMatrix()); would this work when trying to create a shaperenderer that draws in same coordinates as a earlier created batch?
[21:50:52] <Chilley> i'm trying to make the OrthogonalTiledMapRenderer also render objects from tiled map editor
[21:50:53] <kalle_h> [twisti]: did you try without int cast at starting point?
[21:50:59] <kalle_h> or with round()
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[21:51:16] <[twisti]> yes
[21:51:29] <[twisti]> its a bit better that way but still wonky
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[21:53:50] <kalle_h> [twisti]: pickray.direction.scl(1024);
[21:53:54] <kalle_h> can you explain that?
[21:54:38] <mrmenace> Are there any tools to make menu building a little easier and prettier ?
[21:54:39] <[twisti]> the algorithm expects the direction vector to be scaled according to how deep you want to search
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[21:55:21] <[twisti]> im almost certain i could rewrite it to not need that (since i dont have 'outside the grid') but i didnt want to optimize before having it working
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[21:56:08] <kalle_h> [twisti]: maybe start with bruteforce
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[21:56:56] <[twisti]> i think maybe chuck the algorithm and make my own, i have an idea for a very similar approach that i think is better suited for float ray origins
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[21:58:49] <kalle_h> [twisti]: http://pastebin.com/s88DZy0B
[21:59:04] <kalle_h> somethign like that. super slow but super simple
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[22:01:27] <[twisti]> hm, what is reverse of scl
[22:01:30] <[twisti]> like
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[22:01:57] <[twisti]> v(2,0).scl(3) = v(6,0); how do i 'get' the 3 ?
[22:01:59] <kalle_h> scale with inverse
[22:02:15] <[twisti]> in math i would do v(6,0) / v(2,0)
[22:02:23] <[twisti]> if you know what i mean
[22:02:36] <kalle_h> a * (1/b)
[22:02:44] <kalle_h> so a.scl(1(b)
[22:02:48] <[twisti]> is there a vector thing for that ? basically v1.x / v2.x
[22:02:49] <kalle_h> so a.scl(1/b)
[22:02:57] <[twisti]> alright
[22:03:02] <kalle_h> is there div?
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[22:03:17] <[twisti]> no
[22:04:06] <[twisti]> i guess some manual math wont hurt
[22:04:43] <kalle_h> this is what I meant with operator overloading. Its just work for vector math like magic. You don't have to guess names or start searcing at documentation
[22:05:04] <[twisti]> yeah but for every well done operator overloading there are 20 retarded ones
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[22:05:32] <kalle_h> it should't be used for anything else but vector math
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[22:05:52] <kalle_h> [twisti]: but you can write retard code for getters and setters too
[22:06:04] <[twisti]> somehow doesnt seem as popular
[22:06:10] <[twisti]> maybe because getters and setters are boring
[22:06:23] <[twisti]> but operator overloading is exciting and makes people think they are being clever
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[22:06:42] <[twisti]> maybe i just hung out with the wrong crowd, it was very long ago
[22:06:42] <kalle_h> clever ppl are as bad as retarded
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[22:08:05] <Deflecter> I'm trying to implement admob into my app and am using this https://developers.google.com/mobile-ads-sdk/docs/admob/fundamentals for reference
[22:08:51] <Deflecter> setContentView(R.layout.activity_main); this line is givng me an error which states : layout cannot be resolved or is not a field, any ideas how to make this work?
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[22:09:49] <kalle_h> [twisti]: did the bruteforce work?
[22:10:15] <[twisti]> i dont know, im doing my idea right now, if that doesnt work, ill try brute force
[22:11:15] <Deflecter> Has anyone used admob on their game and is willing to show me their android launcher class?
[22:18:26] <TEttinger> kalle_h, yeah I think operators are overused a bit in scala, but they make sense once you know the pattern
[22:18:34] <TEttinger> list ++= other list
[22:18:58] <TEttinger> adds all items in another list to the first list
[22:19:22] <TEttinger> list --= other list // removes other list from list
[22:19:43] <kalle_h> sounds very scary
[22:19:55] <TEttinger> and you can still use addRange I think
[22:20:05] <kalle_h> list += list2 would be lot more logical
[22:20:12] <kalle_h> why ++=
[22:20:12] <TEttinger> that's for single items
[22:20:24] <TEttinger> += adds one, ++= adds moe than one
[22:20:37] <TEttinger> same with -= and ---
[22:20:48] <kalle_h> what if you do list += list2
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[22:21:07] <TEttinger> you end up with a compile time type error if list is not a list of lists
[22:21:29] <TEttinger> scala's compiler is pretty good at catching hard bugs
[22:21:33] <kalle_h> hmm, thats better than doing some weird shit
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[22:22:05] <kalle_h> still would like += for list too
[22:22:18] <TEttinger> but it gets weird when you have different behavior and the same names for immutable and mutable collections
[22:22:38] <TEttinger> immutable returns a new one, mutable of course is in-place
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[22:22:54] <TEttinger> (I only use mutable, screw purity I want speed)
[22:23:19] <kalle_h> visual studio makes me use mutable funcs more than I want
[22:23:42] <kalle_h> I hate that
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[22:24:24] <TEttinger> I do like visual studio a lot though
[22:24:49] <TEttinger> intelliJ is good not great for scala, but it's a lot faster than doing anything through IKVM
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[22:25:16] <TEttinger> (I still use and love C# for my asset generating code, despite the slow as balls GDI+ rendering)
[22:26:11] <TEttinger> kalle_h, is hardland mostly C++?
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[22:35:43] <kalle_h> TEttinger: fully
[22:36:06] <kalle_h> all tools are in engine
[22:36:44] <kalle_h> so no need for other languges for that
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[22:44:15] <Fainosag> did someone here recieved a payment from admob some time?
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[22:51:33] <mobidevelop> Fainosag: yes
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[22:55:55] <Fainosag> @mobidevelop how should i know when they pay me ?
[22:56:08] <Fainosag> i don't have something special on the adsense page..
[22:56:27] <mobidevelop> AdMob != AdSense
[22:56:44] <Fainosag> at the adsense page i see the money that i should get
[22:56:49] <Fainosag> on admob just the estimated earnings
[22:57:09] <Fainosag> in adsense i can see the payments
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[22:57:50] <Fainosag> should i get a notification or something when the transaction starts? i already got over the threshold
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[23:17:59] <suarez> Anyone got a clue what can be wrong of my application is running great through the desktoplauncher but when I run it on my android I get loads of error and the app crashes. One of the errors in the logCat is "Couldn´t load file image.png".. the rest is just unreadible to me.
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[23:24:11] <lobi> hello guys. What is the simplest way to show an animation using stage2D? Do I need to create a class extending Actor?
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[23:31:57] <suarez> Anyone experienced that can read this error log and figure out what may be wrong? http://pastebin.com/rPKjfSrK
[23:34:51] <[twisti]> it couldnt load a file
[23:34:52] <[twisti]> named skog.jpeg
[23:35:28] <[twisti]> as for reasons you can pick between jpeg not matching jpg or android being unable to load jpgs
[23:35:33] <[twisti]> also jpgs are horrible
[23:37:11] <suarez> Yes I know, I just switched file format, I used a PNG at first. But the same problem with that file aswell.. This problem just appeared from no where.. My app worked perfect a few hours ago, then I added some buttons and now it´s trashed.
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[23:42:01] <[twisti]> id like to see that error for the png
[23:42:27] <Oonej_> IF anyone wants to try out my game I made : https://play.google.com/store/apps/details?id=com.oonej.sag.blocktower.android
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[23:42:59] <[twisti]> no video ?
[23:43:10] <Oonej_> no :(
[23:43:17] <[twisti]> why not
[23:43:22] <Oonej_> i dont know how to make a video :(
[23:43:24] <suarez> Do you want the whole error log? Or just the red market ?
[23:43:28] <suarez> marked*
[23:43:32] <Oonej_> a good one anyways
[23:43:37] <[twisti]> more is always better
[23:43:54] <suarez> http://pastebin.com/MpxxxhKW
[23:43:59] <suarez> There´s the whole thing
[23:44:31] <Oonej_> [twisti] what software would you recommend for making a video?
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[23:45:17] <[twisti]> i dont know, i never made a video
[23:45:30] <Oonej_> lol
[23:45:36] <[twisti]> suarez: id like to see that error for the png
[23:45:46] <[twisti]> you are trying to load a jpg
[23:45:49] <[twisti]> android cant load jpg
[23:47:24] <suarez> Ok now I changed to the PNG version and I get this instead... http://pastebin.com/CgHTHhjZ
[23:47:46] <suarez> Now the json is giving me trouble?? from no where..
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[23:50:31] <[twisti]> can you paste the file ?
[23:51:09] <suarez> the json?
[23:51:43] <[twisti]> yes
[23:51:45] <suarez> uiskin.json = http://pastebin.com/WWrHnVPD
[23:52:46] <TEttinger> Oonej_, OBS is great for recording videos of a game
[23:53:02] <TEttinger> https://obsproject.com/
[23:53:16] <TEttinger> I use it to record twitch and youtube videos
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[23:54:50] <[twisti]> cant see anything wrong with that
[23:56:01] <TEttinger> oh, suarez is progrmor?
[23:56:19] <[twisti]> ?
[23:56:31] <suarez> oh yes... im on my other PC now.. haven´t changed the nick on this one.
[23:56:51] <Foxish> Hey guys, I'm rendering to a framebuffer then drawing the contents of it using a batch, I've got it working but it is drawing upside down xD
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[23:57:22] <[twisti]> isnt that a parameter in the framebuffer constructor ? flipped y ?
[23:58:34] <Foxish> Nopeski
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   August 18, 2014  
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