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[00:16:09] <Foxish> Check the build path suarez
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[00:16:24] <Foxish> If there are 'android private libraries', delete it from the build path
[00:16:36] <Foxish> and do a refresh all on gradle
[00:16:45] <Foxish> That's my usual drill anyway :)
[00:16:59] <suarez> Ok, I got Android Dependecies aswell... should I delete that too?
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[00:18:00] <Chilley> suarez if that's your first android project in eclise try right click project -> properties -> android and select a android api as build target
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[00:19:12] <suarez> I have that set Chilley. But I unboxed the Android Private Library, and refreshed. Still got error on the Android project
[00:20:40] <Chilley> i think you should see a error message in the problems tab even if it's not specific to a file
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[00:21:49] <suarez> uhm.. yes. It says "Type AndroidManifest.xml file missing!" tough the Manifest is clearly there.
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[00:38:26] <Foxish> Hey guys
[00:38:40] <Foxish> I'm struggling with this alpha blending stuffs, could anyone glance over this and see what I'm doing wrong?
[00:38:54] <Foxish> I end up with a white screen ._.
[00:39:16] <Foxish> If I comment out the line setting the blend function on the spriteBatch just before I draw the frameBufferRegion, everything is fine
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[00:42:48] <Xoppa> Foxish, although unrelated, always call glClear after fbo.begin and (the last) fbo.end, it will make things faster
[00:43:49] <Xoppa> spriteBatch.setBlendFunction(GL20.GL_DST_ALPHA, GL20.GL_DST_ALPHA); why GL_DST_ALPHA? twice?
[00:45:04] <Tann_> Yeah I was about to say that.
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[00:56:46] <Foxish> Xoppa, where does that glClear method live? And yes, I'm now being forced to really pick through the code and figure it out bit by bit :P
[00:57:27] <Foxish> I'm using a shape renderer now to draw my darkness instead of a texture, this plus a few other changes here has got me to a position where I can now set degrees of darkness :P
[00:57:55] <Foxish> If my lights decide to draw or not, well that'll be another story, one to discover in 5 minutes :P
[00:57:57] <Xoppa> Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); you've used it a few lines above. not that if the fbo has a depth buffer that you might want to clear that as well
[00:58:07] <Xoppa> *note
[00:58:41] <Foxish> I see, alright, thank you, I have never used these Gdx.gl methods directly before, I have no idea what I am doing. It's quite fun, though frustrating :P
[01:00:06] <Xoppa> dont use shaperenderer (for that)
[01:01:11] <Foxish> Yay I have a light that like, works and everything :P
[01:01:20] <Foxish> Oh, what would you suggest?
[01:02:35] <Xoppa> i don't know what you're trying to accomplish, so it's hard to suggest anything
[01:03:11] <Foxish> I'm trying to create a lighting system using alphablending and a light 'image' that I just stamp everywhere
[01:03:50] <Xoppa> sounds complicating, why not use a shader for that?
[01:04:34] <Foxish> Shaders go way over my head at this stage
[01:04:42] <Xoppa> or perhaps box2d-lights
[01:04:47] <Foxish> I've now got this working, I'm not sure how fast / slow a shape renderer is? But this seems to work really nicely
[01:04:54] <Foxish> Box2d lights doesn't quite fit what I need unfortunately
[01:04:59] <Foxish> As you can overburn using multiple lights
[01:05:31] <Xoppa> if it works for you, then it works for you
[01:07:13] <Foxish> Can't believe this is actually working, pretty happy right now. I guess my main concern would be performance, as I genuinely don't really know what I'm doing :P
[01:08:34] <Xoppa> I guess your main concern would be understanding then :D
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[01:11:47] <Foxish> hehe
[01:11:55] <Foxish> Yeah I get 2500 fps without the lighting
[01:11:58] <Foxish> 2000 with
[01:12:02] <Foxish> That's a pretty huge performance hit
[01:13:36] <Foxish> Seems to be the shape renderer's fault
[01:13:37] <Foxish> ._.
[01:13:43] <Tann_> It's not that big
[01:13:45] <Xoppa> huh? that's like 0.4ms against 0.5ms, how is that a huge performance hit?
[01:14:13] <Foxish> Oh :P
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[01:14:18] <Tann_> If your framerate is above 500 then don't worry about anything!
[01:14:41] <Foxish> Oh I see, I hadn't looked at it from the perspective of milliseconds per call
[01:14:44] <Xoppa> dont measure in fps
[01:14:48] <Foxish> Which... seems stupid now I've said it out loud
[01:15:01] <Foxish> God I'm so new to all this, thank you for being tolerant >.<
[01:15:21] <Tann_> Haha no worries! Gamedev is great fun, just keep making.
[01:15:36] <kalle_h> if you use box2dLights with isDiffuse flag it will never overburn
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[01:15:48] <kalle_h> no matter how many lights
[01:15:57] <Foxish> o.0
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[01:16:53] <Foxish> I had an issue where two overlapping lights were nuking my colours, so I've spent like 3 days reading and learning about alpha blending and failing :P
[01:17:16] <Foxish> I finally achieve my own lights after maybe 20 hours of messing around, and you tell me I just missed a boolean xD
[01:18:02] <kalle_h> but I bet that you did learn something
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[01:18:12] <Foxish> I certainly did, all good fun :D
[01:19:07] <Foxish> If I might ask kalle_h, as I am very out of my depth with this subject and it would be awesome if I could just use box2d lights as they were extremely easy to implement, will this flag have any affect on android performance at all?
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[01:20:02] <kalle_h> it does just change some blend mode
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[01:21:03] <kalle_h> Foxish: actually it should be slighlty faster this way
[01:21:21] <Foxish> Do you have a paypal donate thingy? If this works as you say then you've just made my day, I spent the whole weekend playing with these things, I super appreciate your project right now lol
[01:22:12] <kalle_h> I don't. It's even illegal at Finland. Also I have lost my paypay info somewhere. I can't even get my admob funds there
[01:22:37] * Foxish pulls a frownie face
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[01:22:44] <Neomex> you have to pay taxes from donations in poland :|
[01:23:17] <kalle_h> basically you have to have permit for fund raising here
[01:23:40] <kalle_h> and if you ask donations its fundraising
[01:23:47] <Foxish> Well that sucks, I'm genuinely very thankful for you stepping in with that info kalle_h I've spent a lot of hours the last few days trying to learn enough to do it myself as I overlooked that boolean :P
[01:24:05] <Foxish> Too many hours, you might say ._.
[01:24:37] <kalle_h> I have spend days for lot smaller details sometimes. but you always learn something
[01:25:30] <Neomex> i was working around light burning by setting color to less, for some reason making 100, 100, 0, creates it less intense than 255, 255, 0
[01:26:05] <Foxish> I did that Neomex but decided it just didn't look as good, I'm so excited to try this boolean lmao
[01:26:20] <Neomex> im just booting my laptop to try it :D
[01:26:43] * Foxish screams and rolls on floor
[01:26:48] <kalle_h> Neomex: colors are not normalized
[01:27:00] <kalle_h> so the end intensity is rgba * intensity
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[01:27:26] <kalle_h> (1,1,1) is very dark grey instead of white light
[01:27:41] <kalle_h> with additive blending scheme
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[01:31:08] <Foxish> Just reconfiguring my project to use box2dlights, feels like christmas morning
[01:32:35] <Neomex> it looks so different with diffuse, looks like what i wanted in the begginning
[01:32:45] <Neomex> will have recreate maps now
[01:33:01] <kalle_h> happy to help
[01:33:06] <kalle_h> going to sleep
[01:33:08] <kalle_h> see ya
[01:34:09] <Foxish> Night dude, thanks very much!!
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[01:36:03] <Foxish> Hmm I've flicked diffuse on but it still overburns *bursts into tears*
[01:36:42] <Neomex> where you do it?
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[01:36:49] <Foxish> I did it on RayHandler
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[01:37:23] <Neomex> what place though, I've set it after creating and setting up ray handler, have no idea if that matters though
[01:37:57] <Foxish> Tried before and after, doesn't have any affect
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[01:41:40] <Foxish> Do you do anything special when you render your lights Neomex?
[01:43:48] <sllide> is there a function that hides my app like the back key normaly does on android?
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[01:45:02] <Neomex> dont think so foxish
[01:45:36] <Neomex> but holy crap, ive got nearly finished game, designed it without diffuse, now it will be so hard to make it work
[01:45:43] <Neomex> i might stay without diffuse after all
[01:46:30] <Foxish> it says if its on and shadow is on
[01:46:38] <Foxish> wonder what it means by that
[01:49:24] <suarez> Are you there Twisti?
[01:50:42] <suarez> or TEttinger?
[01:50:59] <TEttinger> hey suarez
[01:51:14] <TEttinger> can't quite talk right now
[01:51:21] <suarez> oh, okey!
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[01:53:49] <Neomex> Foxish, im setting ambient light to black
[01:53:54] <Neomex> thats only thing i change
[01:55:07] <Foxish> makes no difference
[01:55:13] <Foxish> Bugger, I was really excited then :P
[01:55:34] <Foxish> Oh well, least I've got the beginnings of my own working system
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[02:08:36] <Neomex> weird, it should work
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[02:16:55] <suarez> Eclipse vs Intellij ? Im getting pretty sick of Eclipses faults..
[02:17:13] <Foxish> Well I'm off guys, I guess I will try and catch kalle_h
[02:17:15] <Foxish> Peace
[02:18:09] <Neomex> suarez netbeans
[02:18:21] <suarez> Really? Advantages?
[02:18:27] <Neomex> i like it, lol
[02:19:02] <suarez> haha ok!
[02:19:31] <Neomex> im off aswell, see ya
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[02:49:35] <suarez> Anyone know why I get a weird looking * on one of my packages? Im using Gradle.
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[02:51:40] <mobidevelop> Nope
[02:53:44] <suarez> ok. But mobi, would you mind taking a look at something?
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[02:57:57] <mobidevelop> Sure
[02:58:22]
<suarez> Check line 67 http://pastebin.com/vUY1Ewhc This problem arose from no where. My app worked perfect earlier today and then I added some buttons and now I get this as soon as the application starts.
[02:58:48] <suarez> I´ve checked the json file and it is fine. Original from Github
[03:03:45] <cobolfoo> aused by: java.io.FileNotFoundException: uiskin.json
[03:03:49] <cobolfoo> Caused by
[03:03:53] <cobolfoo> check your backtrace dude :)
[03:04:44] <cobolfoo> I don't know why but It look like your uiskin.json file is not included in your app or reachable
[03:04:45] <mobidevelop> FileNotFound it is
[03:08:10] <cobolfoo> maybe It don't get included in your apk
[03:09:06] <suarez> Is there a way to find out? :p
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[03:09:34] <TrofSivart> hey all! :)
[03:09:55] <cobolfoo> open your apk
[03:10:00] <cobolfoo> it is a zipfile in disguise
[03:10:37] <TrofSivart> any of you guys using ashley?
[03:12:44] <suarez> It is included
[03:13:16] <suarez> Now that I launched the app, it worked?? And then I launched it again, and the same error came. What the hell?
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[03:59:21] <TEttinger> suarez, in regards to eclipse vs. netbeans vs. intelliJ, intelliJ is really good for what I do
[03:59:36] <TEttinger> I find myself frustrated every time I use eclipse
[04:00:16] <suarez> I know what you mean... But is it a big reset switching from eclipse to intellij?
[04:00:56] <TEttinger> no idea, I switched from eclipse to [various clojure IDEs] to Visual Studio to IntelliJ
[04:01:15] <TEttinger> certainly going to eclipse from intelliJ is tricky
[04:01:30] <TEttinger> because I had no idea why eclipse did some things so badly :P
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[04:02:03] <suarez> haha okey ^^ Im thinking about switching since eclipse is just giving me trouble all the time
[04:02:05] <TEttinger> it took me less than a week to get moderately used to IntelliJ
[04:02:20] <TEttinger> I still am not an expert by any means
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[04:05:01] <BlueProtoman> I'm making a game. When the player collects an item, there should be a small caption of describing the item ("Full health!", "Invincibility!", etc.) that appears from where the item was collected. The caption should then expand and fade out. This will all be done with a BitmapFont. Is this expensive?
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[04:11:43] <Tann_> BPM- I've made something that does that and I still get >1000 fps on desktop. Not sure about mobile though.
[04:15:00] <suarez> TEttinger well then I hope that you will help me with problems when I switch ;)
[04:15:12] <TEttinger> hehe
[04:15:44] <TEttinger> the only thing that was terribly tricky was the initial project setup, sometimes it isn't quite right
[04:16:55] <mobidevelop> For netbeans?
[04:19:51] <TEttinger> intelliJ
[04:20:10] <TEttinger> which do you like best, mobidevelop?
[04:21:01] <mobidevelop> I use IntelliJ when I have a choice
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[04:23:29] <BlueProtoman> Eclipse master race
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[04:24:52] <jug6ernaut> eh
[04:25:03] <jug6ernaut> eclipse should burn in hell
[04:25:50] <libgdx-use|42702> I'm experimenting with a fork of libgdx. Approx. how long to build gdx-tests-android the first time? It's been 20 minutes and I'm not sure if it's locked up.
[04:26:48] <hissing_girl> doesnt github have online build function? So you can reuse the old build data?
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[04:28:27] <Conkert> dermetfan
[04:28:40] <jug6ernaut> didnt know github had anything to do with building
[04:28:53] <Conkert> im using mouseJointAdapter
[04:29:23] <Conkert> and i having trouble destroying the Joint after Release() is called
[04:29:30] <Conkert> released()
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[04:32:22] <mobidevelop> libgdx-use|42702: it should take about 10 seconds tops
[04:32:26] <dermetfan> Conkert: after released(), the joint will be destroyed automatically
[04:33:08] <mobidevelop> Oh, Android... 30 seconds.
[04:33:26] <dermetfan> Conkert: (except you return true)
[04:33:40] <libgdx-use|42702> just to clarify...this isn't a game, I'm building the complete libgdx framework
[04:33:54] <Conkert> that was the problem
[04:33:56] <Conkert> thanks :D
[04:35:13] <libgdx-use|42702> ...although I guess there's no reason that would be much slower than a game...you still have to build all the non-native stuff for a game.
[04:36:22] <mobidevelop> It shouldn't take any longer for the tests than a normal game
[04:36:22] <BlueProtoman> How the hell is Java's compiler so fast, anyway?
[04:36:29] <mobidevelop> Fast?
[04:37:08] <BlueProtoman> I have a game with dozens of Java files. The original version of said game was written in C++, and took minutes to compile. This rewrite takes seconds.
[04:37:09] <libgdx-use|42702> fast??
[04:37:30] <mobidevelop> Java isn't a very fast compiler
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[04:38:03] <BlueProtoman> Then what do you consider fast? I certainly wouldn't consider gcc or clang fast.
[04:38:12] <jigawot> hello
[04:38:16] <mobidevelop> C++ compilers are all crappy
[04:38:29] <libgdx-use|42702> it's not compiling to native code...I guess that would make it seem faster than a native code compilier
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[04:38:42] <BlueProtoman> To be fair, C++ is a huge-ass language, and template metaprogramming doesn't make it any easier.
[04:38:59] <BlueProtoman> (Though it is quite cool and useful if you know how to use it.)
[04:39:33] <libgdx-use|42702> Guess I'll restart and try again.
[04:39:35] <mobidevelop> I avoid C++ whenever possible
[04:39:39] <jigawot> are there any intellij users here?
[04:39:50] <libgdx-use|42702> I've been using intellij since recently
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[04:40:27] <BlueProtoman> C++ is one of those languages that you really need a good reason to use; not because it's bad or anything, but just because it's so massive and requires you to get really dirty if you need performance (and if you're writing C++, you do).
[04:40:30] <jigawot> i'm having trouble launching the html version of libgdx from intellij
[04:40:44] <jigawot> works fine out of the box in eclipse, but not with intellij
[04:40:45] <libgdx-use|42702> havent tried html yet
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[04:41:03] <jigawot> just curious if anyone has figured that one out
[04:41:19] <mobidevelop> In the terminal window of IntelliJ, type gradlew html:superDev
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[04:48:48] <jigawot> mobidevelop, chrome is telling me that GWT module 'html' may need to be recompiled and then gives me a blank screen
[04:49:35] <mobidevelop> It definitely should not do that with gradle
[04:49:47] <jigawot> pushing SuperDev refresh tells me "Can't find any GWT Modules on this page."
[04:50:50] <mobidevelop> Maybe a gradlew html:clean is in order
[04:53:54] <jigawot> brilliant. that seemed to do it. Thanks again, mobidevelop!
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[04:54:16] <mobidevelop> No problem
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[05:00:11] <libgdx-use|74910> aww man...last time it was cranking on 5 out of 6 cpu cores for 20 minutes. After restart it's sitting at 99% complete with almost zero CPU use.
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[05:04:40] <libgdx-use|74910> killing adb made it start churning on the CPU again. maybe that was related.
[05:05:25] <libgdx-use|74910> Is javaw.exe the process that would be compiling?
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[05:12:49] <mobidevelop> libgdx-use|74910: Yes-ish. That is probably the Eclipse process.
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[06:22:45] <solarcactus> Hello
[06:27:34] <pmartino> hi
[06:27:39] <solarcactus> :)
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[06:38:17] <phoenixw> Is there a good cubemap skybox example around?
[06:39:04] <solarcactus> hey, i was thinking of making a very simple 2D inventory with libGDx, in which you would press a button and select buttons to correspond to categories, such as swords, wands etc.
[06:39:20] <solarcactus> Instead of drag and drop, i thought it would be more text and small graphics
[06:39:33] <solarcactus> and the player could equip an item by selecting it.
[06:39:38] <solarcactus> how would i do this?
[06:39:55] <noooone> what's wrong with drag and drop?
[06:40:04] <solarcactus> I just dont want to do drap and drop
[06:40:07] <solarcactus> drag*
[06:40:13] <phoenixw> Can always switch it over later
[06:40:19] <phoenixw> Use scene2d.ui stuff
[06:40:23] <solarcactus> i would like just a simple UI in which players browse set catagories of selected items
[06:40:35] <phoenixw> I would go read the Table documentation and then get some ImageButtons with InputListeners going
[06:40:58] <solarcactus> well, all i want is for the buttons to be text
[06:41:05] <solarcactus> I saw that, nice job btw :)
[06:41:14] <noooone> drag and drop is pretty perfect for mobile devices
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[06:41:20] <solarcactus> but i was thinking just text based and small graphics of them item
[06:41:36] <solarcactus> like a line of <image> then <weapon name>
[06:41:51] <solarcactus> and how would i add properties to the item? do i have to creat ea whole new class?
[06:41:55] <solarcactus> for example, a gun
[06:41:57] <solarcactus> or a sword
[06:42:13] <TEttinger> totally depends on your game
[06:42:29] <TEttinger> usually a new class per item is overkill
[06:42:48] <TEttinger> look at stuff like Artemis or Ashley for a now-common way to do it
[06:42:52] <solarcactus> so how would you assign special properties to it?
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[06:43:20] <solarcactus> and would i have to create an induvidual texture for each item equip?
[06:43:29] <noooone> make an "Item" class, with a Array<ItemAttribute>, a String name, maybe ItemType type
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[06:44:15] <solarcactus> and inside ItemAttribute, i would define the attributes of the item?
[06:44:21] <solarcactus> do i create an enum?
[06:44:29] <solarcactus> im tottally confused here
[06:44:43] <noooone> ItemType should be an enum, and ItemAttribute would have AttributeType and value
[06:44:43] <solarcactus> well, i saw a game, and really liked its inventory system
[06:45:05] <TEttinger> yeah, uh this isn't a libgdx-specific thing, but there's tons of ways to implement these mechanics
[06:45:32] <TEttinger> noooone has a good simple one
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[06:46:57] <phoenixw> Sorry, gotta ask one more time because I've never been able to find a good resource, anyone have a good skybox example?
[06:47:14] <Tomski> Which part of making a skybox?
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[06:47:35] <phoenixw> The rendering code, ideally compatible with a camera's rotation
[06:47:50] <Tomski> Well its just a big old cube with inverted normals
[06:48:11] <noooone> I ended up using the "sky dome" from the libgdx tests
[06:48:29] <mrmenace> if you want to add something to your skin.json file do you have to repackage the whole skin ? is there a way to add say one image without repackaging everything and still use it int he json file for styles ?
[06:48:39] <phoenixw> I have six images to use that I've used in XNA and Unity
[06:48:43] <phoenixw> in cube form
[06:49:09] <noooone> Xoppa said this won't help you
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[06:50:18] <solarcactus> hey look
[06:50:26] <solarcactus> this is the inventory i kinda want
[06:50:27] <solarcactus> just text
[06:50:49] <solarcactus> you can scroll for equips
[06:50:51] <noooone> that's not an inventory
[06:50:57] <solarcactus> and equip then just by pressing them
[06:51:03] <solarcactus> so what is it?
[06:51:11] <solarcactus> well,
[06:51:12] <mrmenace> table ?
[06:51:13] <solarcactus> not that screen
[06:51:15] <solarcactus> of course
[06:51:20] <solarcactus> table
[06:51:34] <mrmenace> touchable table with text ?
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[06:51:44] <solarcactus> so how can i learn about there
[06:51:49] <solarcactus> where can i learn about that
[06:51:51] <solarcactus> scene2d?
[06:52:08] <pmartino> dermetfan videos on youtube
[06:52:17] <mrmenace> yeah i'm pretty new but i've achieved similar results using tables
[06:52:20] <noooone> it's a scene2d.ui Table, with a ninepatch background and a two column layout with two labels
[06:52:21] <pmartino> he shows basically how scene2d works
[06:52:34] <solarcactus> wait, even the equiping is a table?
[06:52:42] <phoenixw> tables within tables :P
[06:52:45] <solarcactus> when you press on the item it interacts with the player
[06:52:48] <solarcactus> is that a table?
[06:52:56] <noooone> the pressing yes
[06:53:06] <noooone> equipping it is of course custom logic
[06:53:17] <solarcactus> how about the part where it interacts with the player
[06:53:26] <noooone> you need to do that yourself
[06:53:31] <solarcactus> do i need induvidual textures or can i just draw it on the player
[06:53:31] <solarcactus> ok
[06:53:47] <solarcactus> and how could i do that?
[06:54:25] <noooone> that pretty much depends on your game
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[06:54:41] <noooone> maybe Spine is a good option
[06:54:49] <solarcactus> all i want is for the player to have an interaction with for example, armour
[06:54:54] <noooone> if you want to dynamically equip different items and want to animate the character
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[06:55:47] <solarcactus> I want to equip different weapons, and when it is equipping change the playersprite to look like he has equiped it, as well as having interactions with the item, such as a sword is melee and a bow is far-ranged
[06:56:18] <solarcactus> the player selects, it chooses it draws the player with the specified equip and the player uses it
[06:56:19] <solarcactus> basically
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[06:56:42] <solarcactus> armour decreases dmg, bow has far ranged attacks
[06:56:54] <solarcactus> and theres different types of bows, swords and armour
[06:57:13] <noooone> nothing will help you with that, you need to do this all yourself
[06:57:22] <solarcactus> do i have to make the graphics one by one or can i just draw the graphic that i made for the specified equip
[06:57:30] <solarcactus> onto the player
[06:57:42] <Aryantes> you should attempt to create a system that will allow you to draw your weapon separately from your player
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[06:57:50] <Aryantes> but noooone is right, you have to come up with this yourself
[06:57:57] <solarcactus> ok, but
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[06:58:09] <solarcactus> could i draw the equip on the player
[06:58:15] <noooone> you can of course draw textures on top of each other
[06:58:20] <solarcactus> ok good
[06:58:21] <solarcactus> ty
[06:58:31] <noooone> draw the naked player, then draw a hat with an offset
[06:58:31] <solarcactus> thanks for your help
[06:58:40] <solarcactus> ok
[06:58:50] <solarcactus> wait,
[06:58:51] <solarcactus> offset?
[06:59:18] <noooone> not the same position, but a bit higher, obviously the player would wear the hat on his head ;)
[06:59:46] <solarcactus> nah, the player wears the hat on his bum :D
[07:00:11] <solarcactus> but how do i draw offsets? do i redraw the player then use a method or something?
[07:00:38] <noooone> I think you lack some really basic knowledge, you should read the wiki
[07:00:52] <solarcactus> the wiki for libGDX?
[07:01:00] <noooone> yes
[07:01:02] <solarcactus> ive read some of it
[07:01:13] <solarcactus> the texture parts and animation mostly :P
[07:01:21] <solarcactus> which specific parts do you think i should look up on?
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[07:02:52] <noooone> well, the 2D graphics articles
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[07:36:36] <mrmenace> where can i learn more about skin json files ?
[07:38:17] <phoenixw> Uh... where is the 2d particle editor?
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[07:42:39] <phoenixw> So build.gradle has gdx-tools as a dependency, but then how do you run them...
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[07:43:32] <FrogMaster_TheTh> well anyways i am FrogMaster the third
[07:43:32] <FrogMaster_TheTh> ah stupid nick name cut off
[07:43:46] <FrogMaster_TheTh> son of FrogMaster2
[07:43:55] <FrogMaster_TheTh> son of FrogMaster
[07:44:07] <FrogMaster_TheTh> FRIBBIT
[07:46:32] <phoenixw> Anyone mind if I add some docs on running the particleeditor in intellij to the particleeditor wiki?
[07:47:08] <FrogMaster_TheTh> not i
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[07:47:24] <FrogMaster_TheTh> for i haves no clue what yu even said
[07:47:38] <phoenixw> well it's freaking awesome if you know how to launch it :P
[07:47:54] <phoenixw> Kind of like most libgdx things
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[07:49:22] <Tomski> phoenixw, run ParticleEditor.main(null)
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[07:49:31] <phoenixw> figured it out!
[07:49:34] <phoenixw> thank you
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[08:06:32] <FrogMaster3_> yo
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[08:17:14] <LiquidNitrogen> linear filter doesnt seem to be working very well at drawing my texture at 95% scale.. does it only work for enlargement?
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[08:19:35] <mk1> LiquidNitrogen: how did you set your filter?
[08:19:43] <mk1> did you use mipmaps?
[08:20:01] <LiquidNitrogen> i havnt used mipmaps. just linear, linear
[08:21:47] * LiquidNitrogen goes to eat dinner
[08:22:37] <mk1> linear nearest? nearest linear? there's a difference
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[09:03:24] <LiquidNitrogen> mk1: im just using .setFilter(TextureFilter.Linear, TextureFilter.Linear);
[09:04:06] <mk1> in that case you aren't using any mipmaps
[09:04:12] <LiquidNitrogen> no
[09:04:32] <LiquidNitrogen> does linear minification not work very well?
[09:04:48] <LiquidNitrogen> its producing a slight gridlike artifact
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[09:06:51] <Tomski> Might be bleeding, got a screnshot?
[09:07:11] <LiquidNitrogen> nah its not bleeding, i took care of that
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[09:11:40] <Ange_blond> Morning guys .o/
[09:13:30] <mk1> LiquidNitrogen: is uvwrapping set to repeat?
[09:13:47] <LiquidNitrogen> dont think so
[09:13:58] <mk1> then you should do it
[09:14:29] <mk1> are you using an atlas?
[09:14:37] <LiquidNitrogen> no im just using regions
[09:17:40] <LiquidNitrogen> the artifact might be present in my original texture, its very hard to tell.
[09:18:01] <LiquidNitrogen> maybe scaling it down slightly is making it easier to see
[09:21:01] <LiquidNitrogen> hm, the original texture is a jpg, so its probably just that lol
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[09:28:49] <LiquidNitrogen> mk1: does the texture uv wrapping have any effect when im picking individual regions out of the middle of a larger texture sheet?
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[09:44:30] <mrmenace> what controls the button size in a dialog ?
[09:44:46] <mrmenace> i've tried setScale and scaleby and nothing seems to work
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[09:50:08] <LiquidNitrogen> this texture filtering is wierd. i havnt had to deal with scaling things down before.. linear filter leads to crazy scintilation when scaling down a lot, and mipmapping looks pretty rough at some sizes, but fixes the scintilation
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[10:55:05] <hextileX> mrmenace: this is scene2d i guess. So not the actor (button) sizes themself. It will be sized from the parent object.
[10:55:50] <hextileX> but you can override this if you override the getPref... methods
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[10:59:47] <hextileX> Ange_blond: morning^^
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[11:01:43] <Fainosag> Did someone here got a payment from admob? I got a quick question
[11:03:06] <hextileX> nope
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[11:08:27] <s4ge> Hello
[11:09:42] <mk1> hello
[11:10:14] <mk1> ...turn your radio on....Is there anybody out there?
[11:12:11] <Fainosag> me
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[11:38:15] <dajos7> me too
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[12:15:03] <InspiredNotion> Hello
[12:15:24] <robitx> olleh
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[12:16:17] <InspiredNotion> How would do i find out what i would need to specify in a json file for a slider? not familiar with the process
[12:17:10] <robitx> you mean like ui skin?
[12:17:35] <InspiredNotion> yeah thats the one.. just not sure what i need to specify in the json for the slider to work?
[12:17:43] <InspiredNotion> or where to find the info needed
[12:18:06] <InspiredNotion> any resource or info would be great..
[12:19:52] <InspiredNotion> awesome, much appreciated cheers
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[12:21:44] <s4ge> i was wondering how i would implement bullet objects in ashley....
[12:22:45] <c0ke> Just think of the components required
[12:22:54] <c0ke> Position, velocity
[12:23:00] <s4ge> Well thats not my problem.
[12:23:28] <s4ge> They have to be added to the dynamics world of bullet and I not really like to check every entity on every cycle if its part of it.
[12:23:32] <s4ge> Hi c0ke btw
[12:23:33] <s4ge> :)
[12:24:03] <c0ke> The dynamic world of bullet eh
[12:24:21] <s4ge> ye, btDynamicsWorld
[12:24:29] <c0ke> No idea what that is xD
[12:24:56] <s4ge> It's the world simulation, with gravity etc. The bodies needs to be added to it to be part of the simulation.
[12:25:11] <noooone> PhysicsComponent with either btCollisionObject or btRigidBody
[12:26:19] <s4ge> That's quiet obvious noooone and not part of my problem.
[12:27:02] <noooone> then what IS your problem?
[12:27:04] <s4ge> a kind of "entityAddedToEngine" callback would be the super solution.
[12:27:15] <s4ge> dynamicsWorld.addRigidBody(object.body, GROUND_FLAG, ALL_FLAG); <- this has to happen for every entity
[12:27:41] <s4ge> but I don't wont to do/check this on every cycle.
[12:28:24] <noooone> I'm not really used to ECSs... I've tried it once and didn't like this approach...
[12:28:36] <noooone> however I think you can remove components from entities, right
[12:28:36] <noooone> ?
[12:28:44] <c0ke> Certainly can
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[12:29:10] <s4ge> mhm there is a callback when components are added. maybe i can utilize this inside the system.
[12:29:30] <noooone> maybe add a "ToBeAddedComponent" when creating the entity, let a "BulletAddingSystem" process all those entites, add the collision object and then remove the component
[12:30:26] <s4ge> there it is, there is a entitylistener interface. im pretty sure that will make me happy :)
[12:30:44] <s4ge> and it will!
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[12:32:01] <noooone> yeah, that could work as well
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[12:32:50] <noooone> if you've found a nice way to do collision handling with bullet and ashley, tell me how
[12:32:53] <noooone> I'd be interested
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[12:50:02] <noooone> Xoppa: I've seen the DebugDrawer is now part of the bullet extension
[12:50:53] <noooone> but most things aren't implemented there... maybe we could at least implement "reportErrorWarning" to log it?
[12:51:49] <noooone> I don't know if this is really called at all, but I'd like to use the DebugDrawer, but I don't feel "safe" when this method isn't implemented :D
[12:52:53] <c0ke> Is there any way in Ashley for me to manage the ids of entities out of the box?
[12:53:37] <c0ke> I'm dealing with a client server model here so the server will provide the client with ids that I need to use to reference entities. I can build my own maps but it feels like I'm taking the scenic route
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[13:01:38] <tommy_the_dragon> hi all
[13:05:01] <n3o59hf> Hello! I just updated one project from 1.1 to 1.3 and for some reason all ui collapsed. It seems that table don't respect prefWidth anymore.
[13:07:15] <n3o59hf> replacing cell.prefWidth(value) with cell.minWidth(value) seems to help. But why prefWidth is not respected anymore?
[13:09:44]
<tommy_the_dragon> Refactoring the ads in my library today. I'm having a problem with parsing some XML. Just can't see what I am doing wrong. Here's the XML: http://pastebin.com/Dbpa4sHQ
[13:10:12] <tommy_the_dragon> new XmlReader().parse(xml).getChildrenByName("adspace"); returns an empty array
[13:11:01] <tommy_the_dragon> xml is a string containing the XML (have checked it definately was)
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[13:16:36] <n3o59hf> tommy_the_dragon, don't know exactly XmlReader work, but isn't adspace root tag (so when you parse xml, you already have adspace tag)?
[13:17:46] <tommy_the_dragon> n3o59hf: not sure I'll test it
[13:18:38] <tommy_the_dragon> I never needed to use it before
[13:18:51] <tommy_the_dragon> I've just been using JSON
[13:19:42] <kalle_h> hello
[13:20:02] <tommy_the_dragon> yeah that did it, thanks.
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[13:23:42] <NiceGuy> hi
[13:25:06] <NiceGuy> How do you do to create convex polygons in box2d?
[13:25:20] <NiceGuy> I was thinking building the figure with edgeshape but meh, kinda strange
[13:26:22] <NiceGuy> concave polygons* sorry
[13:26:24] <NiceGuy> convex is easy
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[13:29:18] <kalle_h> you make concave bodies by using many convex fixtures
[13:31:16] <NiceGuy> ok let's see I have an figure with 3 convex polygons, do I need 3 bodies or I can attach all the shapes to a single body?
[13:31:37] <kalle_h> 1 body, many fixtures
[13:32:19] <NiceGuy> ok nice, I think I can make a loader for it
[13:32:25] <NiceGuy> I did it with edgeshape's
[13:32:30] <kalle_h> there eare some tools for that
[13:32:35] <NiceGuy> but I dont have any control to the body with it
[13:32:36] <kalle_h> check box2d editor
[13:32:48] <NiceGuy> I am using it, editor from Aurelion
[13:33:17] <kalle_h> then there is no problem
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[13:33:27] <kalle_h> it triangulates your polygon
[13:33:31] <NiceGuy> I was making my own editor, i couldn't use the Aurelion one with the newest libgdx version
[13:33:34] <kalle_h> and import it as many fixtures
[13:33:37] <NiceGuy> my own loader*
[13:33:46] <kalle_h> then your loaders sucks :(
[13:33:47] <kalle_h> :)
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[13:34:21] <NiceGuy> should I focus in getting the Aurelion one working?
[13:36:21] <kalle_h> yeah
[13:36:30] <[twisti]> youve got to be kidding me
[13:36:33] <kalle_h> or at least something that functions as like
[13:36:43] <[twisti]> all my pickray troubles were from using (int) instead of Math.floor
[13:36:44] <[twisti]> im an idiot
[13:36:52] <kalle_h> yes you are
[13:37:01] <[twisti]> :p
[13:37:09] <kalle_h> did you try bruteforce?
[13:37:13] <[twisti]> finally figured it out when even your brute force idea didnt work, yeah
[13:37:31] <NiceGuy> ok ty kalle_h
[13:37:31] <[twisti]> i figured if that didnt work right, then the traversal along the ray couldnt possibly what was off
[13:37:55] <kalle_h> this why you always start with simplest and most bruteforce algo possible
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[13:40:25] <gentlemandroid> I always build my algorithm out of sticks and markings in sand first
[13:41:39] <gentlemandroid> NiceGuy, EdgeShapes have no mass
[13:42:17] <NiceGuy> gentlemandroid: yeah I know, they can be usefull to make static and organic ground's but for bodies it suck's, that's why I came here :D
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[13:42:50] <gentlemandroid> Ah I read wrong
[13:44:04] <NiceGuy> I will give another try to Aurelion loader , since he saved me 15€ with his editor :3
[13:44:37] <gentlemandroid> I'm sure someone has figured out box2d convex decomposition somewhere by now
[13:44:50] <gentlemandroid> er, concave
[13:45:23] <NiceGuy> wow nice link!
[13:45:46] <NiceGuy> plus, I love monkeys
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[13:46:54] <gentlemandroid> It really should just be part of the lib at this point, it's an annoying limitation
[13:49:12] <Tomski> my brain is an annoying limitation
[13:49:33] <s4ge> Hey guys, just another question. What is a clever way to work with units in opengl? I mean, if i have a model and I know their dimensions in centimetres, how would i precisely define a point on that model in centimeters?
[13:50:14] <gentlemandroid> Cubits
[13:50:46] <kalle_h> point has no dimensions
[13:50:58] <kalle_h> points are infinite small
[13:51:04] <Xoppa> noooone, i was wanting to make a better implementation (perhaps with a bitmapfont as well), but haven't found the time yet. If you make some improvements to it, a PR is very welcome
[13:51:08] <s4ge> a vector is that makes you more happy kalle_h :)
[13:51:21] <s4ge> *if
[13:51:23] <kalle_h> maybe I misunderstood
[13:51:41] <kalle_h> opengl use what ever units you like
[13:51:53] <s4ge> Well i have a 3d board game, and I need to place models on that board very precise.
[13:52:14] <gentlemandroid> Why are you torturing yourself with centimeters?
[13:52:18] <gentlemandroid> Just use board units
[13:52:21] <s4ge> Well but i guessed that the opengl coordinate system is normalized to 1/1
[13:52:25] <kalle_h> so design in meters and just make view projection matrix that take you from meter units to clipspace
[13:52:32] <noooone> Xoppa: okay, I might have a closer look at it
[13:52:51] <s4ge> gentlemandroid, I do so, because I want the game to be authentic as possible and there are rules for the dimensions.
[13:53:19] <gentlemandroid> That I'm assuming are based on the units of the board right? I mean the board can be your unit system
[13:55:02] <s4ge> Mhm well, at the end, I would like to see the board just as a grid. Creating a grid is not my problem, im just looking for the best practice to calculate from "my" unit to screen space
[13:55:07] <kalle_h> s4ge: don't think opengl units are important. Your game logic should be totally independt of how its rendered
[13:55:23] <kalle_h> s4ge: you use camera
[13:55:49] <[twisti]> yay got pickray working the way i want it now
[13:56:02] <[twisti]> and also drawing over existing tiles
[13:56:10] <[twisti]> so thats one step closer to non shitty light
[13:56:31] <[twisti]> now to clean up some of this nastiness
[13:56:43] <[twisti]> i dont think id have ever come up with that brute force test kalle
[13:57:16] <c0ke> twisti got any screenshots?
[13:57:20] <c0ke> I'm having lighting woes atm :P
[13:57:21] <[twisti]> uploading now
[13:58:08] <c0ke> Nice
[13:58:31] <s4ge> Mhm well.... 1 / screenWidth just gives me the "screen size" of one pixel, right?
[13:59:50] <gentlemandroid> You can basically make any units look like cm or km depending on how you setup your camera
[13:59:56] <Tomski> shadow mapping does not want to play :(
[13:59:57] <gentlemandroid> So look into projection matrices
[14:00:44] <[twisti]> s4ge: 1 / screenwidth witll probably get you 0. try 1f / ... ;)
[14:00:58] <s4ge> [twisti], you funny guy ;)
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[14:05:08] <kalle_h> s4ge: never think about pixels anymore
[14:05:17] <kalle_h> they are not your friends
[14:05:58] <kalle_h> [twisti]: how this pickray and lights are connected?
[14:06:04] <kalle_h> and how fast that pickray is?
[14:07:18] <[twisti]> kalle_h: pickray is one iteration per traversed block which im pretty sure is the minimum possible. i havent done speed tests yet but at most its a few 100 basic java math things so i dont think itll be worth to worry about
[14:07:33] <[twisti]> but right now i do lots of new this, new that, so i dont want to measure it
[14:07:54] <[twisti]> setting up some source control before cleaning it up, because i just know otherwise ill break it and spend two days getting it working again :p
[14:08:16] <kalle_h> [twisti]: if its fast enough you could pre calculate shadows form sun with it
[14:08:21] <[twisti]> pickray isnt connected to lights, but the red square i draw where pickray aims uses the same code i will use to make mobile point lights from
[14:08:59] <[twisti]> hm, i could do that in chunk rebuild
[14:09:08] <[twisti]> ill keep that idea in mind
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[14:12:29] <s4ge> kalle_h, well I'm a little bit confused right now. I did not work that much in 3d space so far. All I need actually is to know how much "3d units" one cell of my board takes.
[14:12:46] <s4ge> And I only now it in cm so far.
[14:13:22] <gentlemandroid> There is no such thing as "3d units"
[14:13:26] <gentlemandroid> You can work all in cm if you like
[14:13:28] <kalle_h> s4ge: you can decide that freely
[14:13:40] <kalle_h> just pick the simplest units
[14:13:56] <kalle_h> in board game I should pick that one board cell is 1x1 unit size
[14:14:17] <gentlemandroid> As I was saying, "board units"
[14:14:26] <kalle_h> yes
[14:14:48] <s4ge> Looks like I dont understand.
[14:14:56] <kalle_h> how you get world that are spesified with your own units to screen is compleatly unrelated problem
[14:15:02] <s4ge> If I move a figure by 1 it's far away.
[14:15:06] <kalle_h> but that is solved byt camera
[14:15:34] <gentlemandroid> You'd have to redefine your board to be in board units
[14:16:02] <gentlemandroid> All those units do is describe the relative placement of vertices in space
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[14:16:32] <gentlemandroid> They just need to be consistent
[14:16:49] <s4ge> Well that's fine, but I have to stick to the current size of the model, so I can't resize it to fit into any other unit.
[14:17:11] <gentlemandroid> So figure out how many cm one board square is
[14:17:21] <s4ge> I already know.
[14:17:24] <s4ge> 5,8cm
[14:17:47] <gentlemandroid> I wonder if your 3d program isn't playing tricks on you, what software are you using?
[14:18:08] <s4ge> For modeling? Blender and i've set the units to metric.
[14:18:27] <gentlemandroid> Maybe just set them to generic then
[14:19:07] <s4ge> As I said, I need the game to be authentic as possible, and the official rules for the game board saying that each cell has to be 5,8cm.
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[14:19:38] <gentlemandroid> Fine, model it that way, but it's just smoke and mirrors
[14:19:42] <s4ge> So for me it was kinda obvious to model in metric units.
[14:19:45] <gentlemandroid> Those units are probably based on Blender's camera
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[14:20:51] <s4ge> I think that all I need is the correct equation to project an 5,8cm offset to the 3d world.
[14:20:56] <noooone> has anyone rendered text in 3d yet?
[14:21:36] <gentlemandroid> You probably want to describe things in meters then
[14:21:58] <Xoppa> s4ge, forget about blenders unit like cm/meter/etc. it's all relative, in the end it can be whatever you need (i'd advice: bananas)
[14:22:01] <noooone> how would I do that? use a bitmap font and render to an fbo, then use that as a texture and put it on a quad?
[14:22:03] <gentlemandroid> Try 0.0058f
[14:23:26] <gentlemandroid> Xoppa: I usually model in bannas, but exporting in bananas is just silly
[14:23:45] <tommy_the_dragon> 0.0058f bananas or meters?
[14:25:01] <Xoppa> noooone, i haven't tried it yet, but because you want text to be pixelperfect it should be enough to use cam.project() and use pixel perfect otho cam
[14:25:35] <gentlemandroid> Er, 0.058
[14:25:51] <gentlemandroid> That'd be 5.8 cm in meters
[14:25:51] <Xoppa> *where cam.project is on the perspective cam
[14:25:53] <gentlemandroid> I think
[14:26:03] <gentlemandroid> "King Henry Drinks Delicious Cold Milk!"
[14:26:27] <noooone> Xoppa: ow, brilliant!
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[14:27:16] <noooone> I was going to put the fbo texture on a decal and make it look at the camera position, lol xD
[14:27:48] <s4ge> Okay, another approach. I was able to place my figure on the board where it has to be, so it stands upright. The equation for the Y axis I used is (2.5f / 100f) + (3.5f / 100f), where 2.5f is the height of the board in cm and 3.5f the half height of the figure. I just need to understand why it works :P
[14:28:16] <gentlemandroid> Because you're converting cm to meters
[14:28:26] <s4ge> It looks like that 1 is by default already 1 meter in "libgdx"
[14:28:35] <Xoppa> o.O
[14:28:43] <gentlemandroid> It isn't, these are all your fault
[14:28:45] <noooone> 1 is actually just 1 by default
[14:28:59] <s4ge> Am I that stupid? :(
[14:29:01] <gentlemandroid> Can you set Blender to use cm specifically?
[14:29:16] <s4ge> gentlemandroid, yes. But I think it's just semantically.
[14:29:25] <gentlemandroid> This is all semantics! :D
[14:29:42] <gentlemandroid> Blender's default units are metric where 1 unit = 1 meter
[14:29:56] <gentlemandroid> If you can make 1 unit = 1 cm I think you can stop thinking about this forever
[14:30:01] <s4ge> And the same applies to libgdx?!
[14:30:18] <Tomski> I use a ruler on my screen to measure
[14:30:23] <gentlemandroid> Can you set the scale on export from Blender?
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[14:30:38] <gentlemandroid> Set the scale to 0.01, and your resulting model will be in cm
[14:30:55] <s4ge> Well, the model is already in cm
[14:31:03] * gentlemandroid smacks forehead
[14:32:05] <gentlemandroid> "This one goes to eleven"
[14:32:29] <s4ge> Okay I think I understood. The unit actually has no meaning in 3d space.
[14:32:53] <gentlemandroid> Just relatively
[14:32:56] <Xoppa> that not specific to 3d, that's true for 2d as well
[14:33:18] <gentlemandroid> You're probably 2 or 3 chair units from your wall right now
[14:33:38] <gentlemandroid> And several banana units
[14:33:45] <Tomski> banana units are really useful
[14:33:49] <Tomski> they can go round corners very well
[14:33:59] <gentlemandroid> They're used almost exclusively on reddit
[14:34:22] <[twisti]> theres a box of curd cheese in my fridge thats turning black from the inside
[14:34:27] <[twisti]> im afraid of even picking it up
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[14:36:05] <gentlemandroid> You just have to keep in mind that you need to use the same units whatever they are, Blender is telling your cm because it knows it's measuring things in metric, but the real value is in meters underneath
[14:36:16] <gentlemandroid> Which is why you have to give meters in your program
[14:36:39] <gentlemandroid> But if you can can scale the model by 0.01 on export, you'll effectively be working in cm again
[14:38:36] <s4ge> I feel pretty silly right now.
[14:38:36] <gentlemandroid> If my calculations are correct, scaling by 275.5907 will put you in bananas fwiw
[14:39:13] <s4ge> Thanks gentlemandroid I think it's fine now to use 0.025f when I want to express cm.
[14:39:14] <gentlemandroid> Those are royal banans, as measured by the King's forearm
[14:40:11] <gentlemandroid> That's a silly number to work with though, and the whole point of choosing a unit system should be ease of use
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[14:41:28] <Xoppa> final static float BPM = 275.5907f;
[14:41:41] <gentlemandroid> Should I send a PR?
[14:42:36] <Xoppa> and extend every bullet class to multiple/divide by BPM to correct units :D
[14:42:40] <Tomski> please
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[14:43:17] <gentlemandroid> Man I wish I was in control of a major physics library
[14:43:23] <gentlemandroid> I would institute this
[14:43:25] <noooone> I assume this might probably take you until 1st of april 2015
[14:44:47] <gentlemandroid> "Changelog: revolutionary real-time softbody dynamics system, also changed to banana units for clarity"
[14:44:59] <noooone> Xoppa: what exactly is the "lifeTime" parameter of "drawContactPoint"? are contact points only reported once and they need to be rendered for a longer period of time after that?
[14:46:00] <gentlemandroid> Er wait, scale the model by 100, man I'm terrible with real units
[14:46:09] <gentlemandroid> Er no, 0.01 was right
[14:46:18] <gentlemandroid> Metric units are stupid
[14:47:03] <c0ke> In the absence of kalle no longer supporting box2d lights, what would be the best course of action if I thought I'd found an issue? Is there somewhere official for me to raise an issue?
[14:47:13] <Xoppa> noooone, i don't know what exactly it means, but i'm sure that you don't have to cache things.
[14:47:21] <noooone> Xoppa: and what's the "distance"?
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[14:47:55] <gentlemandroid> c0ke, it's fairly actively developed on github now isn't it?
[14:48:08] <noooone> I have the point and the normal... distance relative to what?
[14:48:09] <Xoppa> distance is the difference of two positions
[14:48:20] <c0ke> Hmmm unsure gentlemandroid, I'll go have a looky :)
[14:49:25] <Xoppa> noooone, ow, that probably the penetration/distance (negative/positive or the otherway around): the shortest distance between the contact point and the entry point
[14:50:06] <Xoppa> in other words: the amount one of the bodies should move along to normal to undo the contact
[14:50:47] <noooone> that might be... should I use this anyhow when drawing a contact point though?
[14:52:05] <Xoppa> nah, don't bother, it is most commonly not called anyway (depending on the debugmode ofcourse)
[14:52:55] <noooone> okay
[14:53:00] <c0ke> Fingers crossed
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[14:54:03] <gentlemandroid> Oh right, you're using box2dlights for no good reason :)
[14:54:42] <nexsoftware> Heh
[14:55:05] <nexsoftware> Aren't most people?
[14:55:09] <damnnotnow> hi, anyone got an idea how to prevent admob interstitial from disconnecting from google play services?
[14:55:14] <c0ke> Just because my example is super basic doesn't mean I wouldn't like to use larger parts of the library at a later date :P
[14:55:57] <gentlemandroid> You know you could at least spawn some box2d bodies for those walls, spawn the lights and have them be properly occluded, then ignore box2d after that
[14:56:05] <c0ke> That's the plan
[14:56:07] <noooone> who's actually maintaining box2dlights?
[14:56:09] <gentlemandroid> It would look pretty
[14:56:22] <c0ke> Yeah, I am looking forward to doing stuff like that gentlemandroid ^^
[14:56:42] <c0ke> Seems a bit pointless however if I can't get a stationary light not to overburn my images xD
[14:57:02] <Tomski> Have you messed with blend modes?
[14:57:25] <gentlemandroid> I think that's his issue, the blending is not behaving as it should
[14:57:44] <tommy_the_dragon> damnnotnow: disconnecting?
[14:57:52] <Tomski> Are you using BPM?
[14:57:55] <gentlemandroid> Although in reality if you put a bunch of lights in a room, it tends toward blinding doesn't it? In the real world I mean?
[14:58:09] <damnnotnow> @tommy_the_dragon, yes, it's like minimizing the app and then it returns to normal and auto connect
[14:58:33] <Tomski> gentlemandroid, for "normal" blend modes ye
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[14:58:48] <gentlemandroid> No I mean for normal eyeballs
[14:59:12] <nexsoftware> As opposed to fake eyeballs
[14:59:26] <Tomski> gentlemandroid, when I use "" thats what I mean
[14:59:29] <Tomski> real eyeballs
[14:59:35] <Tomski> No matter the context
[14:59:39] <gentlemandroid> Oh I thought "" was for banana units
[14:59:56] <gentlemandroid> O
[15:00:15] <gentlemandroid> I'm 6' 0.5"" tall
[15:00:28] <Tomski> I save '' for BPM
[15:00:44] <Tomski> That and whitespace
[15:00:44] <gentlemandroid> That just looks like "
[15:00:48] <Tomski> " ''
[15:01:10] <gentlemandroid> You've obviously never used bu in the field
[15:01:23] <Tomski> how dare you
[15:01:37] <gentlemandroid> Oh I went there
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[15:03:09] <tommy_the_dragon> damnnotnow: no sorry
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[15:07:54] <gentlemandroid> c0ke, Have you tried setting the color of the maprenderer's spritebatch to greyish and then drawing the lights?
[15:08:29] <c0ke> That sounds a bit evil doesn't it? xD
[15:08:39] <c0ke> Might make day to night transitions a bit tricky
[15:09:15] <gentlemandroid> In general if you're lighting something you want to draw the base a little dimmer, but I think box2dlights already kind of does this
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[15:11:23] <gentlemandroid> Hmm, I guess that's already built into ambientLight
[15:11:31] <nexsoftware> Set the map renderer batch color to black then draw the lights
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[15:13:03] <gentlemandroid> It looks like isDiffuse doesn't actually do anything does it?
[15:13:11] <c0ke> in lightmap it does
[15:13:13] <c0ke> it's public static
[15:13:43] <gentlemandroid> Ah
[15:14:01] <c0ke> That didn't really do anything other than make everything blacker nexsoftware :P
[15:14:09] <c0ke> I have a weird black half light now lol
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[15:16:29] <nexsoftware> c0ke: you must have done it wrong
[15:16:41] <gentlemandroid> Ange_blond, MeshParts share a Mesh
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[15:18:42] <c0ke> nexsoftware what is there to do wrong? It's just a call to spriteBatch.setColor() no?
[15:19:55] <gentlemandroid> Nevermind, looks like you know that
[15:20:46] <gentlemandroid> You're not really asking a question in that forum post though. What's the issue?
[15:21:16] <gentlemandroid> Hmm, nope I just can't read and have had too much coffee
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[15:22:32] <workerbee> how can i give a direction with Tween.from and Tween.to?
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[15:24:14] <Getterac7> workerbee: you use x and y position...?
[15:28:01] <workerbee> No i don't
[15:28:10] <Neomex> can you use mouse wheel without implementing inputprocessor?
[15:28:20] <workerbee> i don't know how the tweenengine uses the x and y coordinates..
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[15:33:04] <Ange_blond> gentlemandroid> I know, but the indices are a bit messy
[15:33:28] <gentlemandroid> That math.min seems odd
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[15:34:45] <Ange_blond> was due to a crash... sometimes the array size < numvertices
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[15:38:10] <kalle_h> workerbee: like the names suggest tweens value start from Tween.from and after the full time is used for interpolation its end upts to Tween.to
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[15:38:23] <kalle_h> how you want to set and use those values are up to you
[15:41:28] <vixus> Neomex: InputAdapter
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[15:46:10] <nexsoftware> Google Now warns me about everything except this flash flood
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[15:47:34] <Xoppa> Ange_blond, whats the problem?
[15:48:52] <Ange_blond> Xoppa> the problem is to write the index array for each mesh part, according to the documentation I did a piece of code, but it to be wring, and I don't get why
[15:49:45] <Xoppa> g3dx is always indexed, but other than that i don't see a problem
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[15:50:03] <Ange_blond> so the "else" case never occurs ?
[15:50:38] <tommy_the_dragon> I hate Facebook
[15:50:51] <Xoppa> indeed
[15:50:55] <Getterac7> don't we all..
[15:51:19] <tommy_the_dragon> any idea why session.requestNewPublishPermissions() in android sdk would hang
[15:51:20] <Ange_blond> Xoppa> ok thanks, it reduces the possible issues :)
[15:51:24] <tommy_the_dragon> it was working before
[15:51:34] <Xoppa> and you should list the parts per mesh not per model, but for a basic (single mesh) model that wont matter i guess
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[15:52:36] <Ange_blond> Xoppa> I know this page, I also opened an Issue (2227) about it ;)
[15:53:39] <Xoppa> ow haha you're actually the last one who edited it
[15:53:49] <Ange_blond> I know ^
[15:54:10] <Ange_blond> I'm the only one who write g3dx from gdx ^
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[15:54:25] <Xoppa> whats wrong with that documentation?
[15:55:24] <Ange_blond> the documentation says the mesh, materials, node... are not mandatory, but the gdx loader throw an exception if they are not in the file
[15:55:43] <Xoppa> then the loader is wrong :D
[15:55:48] <Ange_blond> yep ^
[15:55:58] <nexsoftware> Or the doc
[15:56:32] <Ange_blond> I'll try a patch maybe, but I'm no busy I did not took the time to try, and I don't know if the loader or the spec is wrong
[15:57:29] <nexsoftware> If fbx-conv outputs without those fields then the loader is wrong
[15:57:43] <Xoppa> its the loader that should be modified, e.g. loading a model without animations should not throw an exception
[15:58:08] <tommy_the_dragon> In fact it shouldn't even be getting that far, the permission should already be granted. Ugh.
[15:58:23] <Ange_blond> Xoppa> ok thanks, it's a start :)
[15:58:25] <Xoppa> fbx-conv just outputs an empty array, it doesnt check
[15:58:36] <nexsoftware> Ah
[15:59:40] <nexsoftware> Of course there is something to be said for empty collections rather than null/missing
[16:01:01] <c0ke> ^
[16:01:26] <c0ke> I hate methods returning null instead of an empty collection
[16:01:51] <Ange_blond> C++ way of doing things ^^
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[16:07:45] <vixus> is there a good java style guide out there?
[16:08:18] <vixus> i feel like my code is a bit messy
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[16:12:04] <vixus> ah thanks
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[16:41:01] <[twisti]> nice dust cloud
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[16:44:28] <Getterac7> kalle_h: looks great.
[16:44:45] <kalle_h> it was quite hard to get that much dust with and trying to get particle count 4k
[16:45:06] <kalle_h> but then I profiled it and particle simulation used less than 0.5%
[16:45:12] <kalle_h> so I optimized too early
[16:45:23] <Getterac7> whoops.
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[16:46:57] <kalle_h> this shows particles bit more highlighted
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[16:53:28] <NiceGuy> kalle_h: Aurelion loader working perfectly , I was stupid, didn't figured out that his JsonRead and vector2.mul was outdated
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[16:53:51] <NiceGuy> JsonReader*
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[17:16:52] <libo> hello
[17:18:05] <libo> is it possible to check after a click event if a button was pressed? I'm using Gdx.input.isTouched to fire and action but I don't want to do it if the button was clicked (the button has its own listener)
[17:18:17] <libo> sorry, I'm using scene2d
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[17:21:29] <c0ke> You can request the input state
[17:21:45] <c0ke> Two different ways to do it, one is you poll the state of your button, the other is you listen for events
[17:22:38] <libo> c0ke: I think that Ill check the state. Is a good idea. Thank you ;)
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[17:46:57] <dajos7> beautiful
[17:47:18] <dajos7> and now a oculus rift with 4k ^^
[17:47:22] <Tomski> runs on sega megadrive
[17:47:43] <dajos7> and we can flee the reality :P
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[17:54:34] <kalle_h> This looks bit better in move
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[18:05:31] <TEttinger> man, kalle_h, there's even a wet stone effect???
[18:06:14] <kalle_h> ofc
[18:06:23] <tnelsond> kalle_h is having way too much fun with shaders.
[18:07:25] <kalle_h> wet shader is really easy to do
[18:07:29] <kalle_h> lot easier than good looking rain
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[18:23:07] <dermetfan> Damn kalle_h there isn't a demo we can play?
[18:23:15] <Tomski> I have one !
[18:23:36] <dermetfan> Share it brotherly <3
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[18:31:19] <[[derek]]> Does anyone know the optimal frictional and impulse settings in bullet 3d to make a character walk?
[18:31:39] <[[derek]]> at the moment I'm applying an impulse if a key is pressed, but this makes the body behave more like a racecar than a person
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[18:39:06] <kalle_h> dermetfan: there is closed alpha. You can apply if you want
[18:39:27] <[twisti]> i think most players would expect their character to hav max speed instantly and stop the instance the button is let go
[18:39:31] <kalle_h> [[derek]]: usually characters controllers are quite complex and not very physical based
[18:40:08] <kalle_h> it does not make fun gameplay that there is added delay for everything.(acceleration)
[18:40:48] <kalle_h> in games there are input and graphics latency which make movement not feel fully responsive
[18:41:04] <dermetfan> kalle_h: how do I apply?
[18:41:06] <kalle_h> so you really don't want to add more latency with control mechanis
[18:41:34] <kalle_h> at the end of video
[18:41:58] <kalle_h> if you mention me your chance of success might increase dramatically
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[18:42:29] <kalle_h> May version look really old
[18:42:31] <maximtwo> kalle_h vip
[18:43:19] <dermetfan> kalle_h: I hope it runs on linux, otherwise I have a problem :D
[18:44:07] <kalle_h> dermetfan: its dx11 based
[18:44:16] <kalle_h> so you can try some wine tricks
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[18:46:01] <InspiredNotion> Is it possible to change the size of the slider image of the slider? or do i have to create a larger image
[18:46:17] <Azael> Hmm does Gdx offer possibility of tracking time of running code? something like stopwatch
[18:47:54] <dermetfan> kalle_h: I'll try, looks like it's worth it!
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[19:00:07] <[[derek]]> welcome Xoppa !
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[19:00:10] <TEttinger> Azael: get the current time when you start measuring, get the current time when you stop measuring, difference between the two?
[19:00:12] <TEttinger> there's also a very different purpose for the Timer class
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[19:00:14] <TEttinger> which is used to execute things at specific time intervals
[19:00:24] <Azael> TEttinger: Yeah I guess you're right
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[19:28:11] <s4ge> Does gradle cache my assets in some way? i changed some models and libgdx still displays the older ones...
[19:30:22] <dermetfan> refresh the project if you use eclipse
[19:30:57] <s4ge> well i do not
[19:31:12] <s4ge> i tried desktop:clean which changed nothing.
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[19:32:22] <s4ge> Okay all cool.
[19:32:23] <s4ge> :)
[19:32:27] <dermetfan> doesn't have anyhting to do with gradle
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[20:11:05] <mrmenace> someone please tell me how to change font size in dialog boxes this is driving me crazy since last night
[20:11:41] <Xoppa> which dialog boxes?
[20:12:33] <mrmenace> any
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[20:13:07] <[[derek]]> the cursor keeps exiting the app even when I set Gdx.input.setCursorCatched(true);
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[20:14:30] <mrmenace> yes that's what i'm using can you change the bitmapfont size after you've loaded it ?
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[20:16:13] <Xoppa> no, you'll have to create a font for each font size you want to use, you can scale a font though using BitmapFont#setScale(..), which obviously might not be the best visual result
[20:16:42] <mrmenace> oooh ok
[20:18:14] <mrmenace> so would you normally add multiple font sizes to the same atlas ?
[20:18:46] <Xoppa> sure
[20:19:10] <mrmenace> cool thanks !
[20:19:24] <mrmenace> alright cover me i'm going back in :)
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[20:31:55] <s4ge> How do you achieve shadows in libgdx at this time?
[20:32:44] <Xoppa> there's Animation3DTest that shows an example, the bullet tests also show shadows
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[20:43:44] <s4ge> Thanks Xoppa ....mhmmm looks like no matter how I tweak the direction, the result keeps always the same.
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[20:48:02] <Xoppa> s4ge, the direction of what? and which result?
[20:49:14] <s4ge> Well I would like to have the light coming straight down, so a light direction of 0,-1,0 should be okay?! Xoppa
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[20:50:27] <Xoppa> sure
[20:50:49] <s4ge> Well, for some reason, one half of my quad is completely dark, the other one bright.
[20:52:33] <Xoppa> ow, you might need to manually specify the up vector for that direction, since it is normally assumed to be 0,1,0
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[20:55:00] <s4ge> Well...I do not really know how I set an up vector for a directional light. Bare with me. I'm pretty new to all that stuff, Xoppa.
[20:56:19] <Xoppa> i havent tested it, but the easiest method is probably setting the direction half way down (0,-1,-1).nor() e.g. then call update(...) and then set the direction fully down (0,-1,0).nor() and then call update(...) again
[20:58:27] <Xoppa> s4ge, actually it's probably easier to do: light.getCamera().direction.set(0,-1,0); light.getCamera().up.set(0,0,-1); before calling update
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[21:00:53] <s4ge> I will try it
[21:02:32] <s4ge> Before update means I can put this code into the create method, Xoppa ?
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[21:02:52] <Xoppa> yes
[21:03:08] <s4ge> Okay. Gives me the same result.
[21:04:03] <Xoppa> did you actually call update(...)?
[21:05:19] <s4ge> Of course I did not. Works fine now! Now I would love to understand what happened :)
[21:05:34] <s4ge> brb
[21:06:58] <s4ge> Mhm it works, but there are now shadows :(
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[21:19:40] <Harry_> Could anybody tell me how to add the Google Play Services as a dependancy to my project?
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[21:22:07] <Harry_> Yes I saw that, but I was wondering, do I really need BaseGameUtils to use AdMob?
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[21:23:31] <esvee> hey all
[21:23:34] <Harry_> I should rephrase my question, how do I get the necessary dependencies to display ads?
[21:24:14] <esvee> is there a limit to the maximum number of vertices i can set (VertexBufferObject#setVertices)?
[21:24:21] <esvee> because it crashes on BufferUtils.copy(..)
[21:24:25] <esvee> when the number is ~55k
[21:24:46] <esvee> specifically in copyJni inside the BufferUtils method.
[21:24:50] <Xoppa> iirc admob is included in gpgs or you can use a separate dependency, but why not just include gpgs (and not use it, if you dont need it)?
[21:25:19] <Xoppa> esvee, yes, 32k
[21:25:52] <esvee> that's not good news ..
[21:26:20] <esvee> oh, the indices are short.. damnit
[21:27:25] <kalle_h> split the model
[21:28:09] <esvee> yup :)
[21:28:12] <esvee> kalle_h, i
[21:28:17] <esvee> 'm making great progress in the fluid grid thing
[21:28:32] <Harry_> @Xoppa, if it could be done using a separate dependency, I would prefer doing it that way
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[21:29:07] <esvee> but unfortunately this technique requires to have seperate indices for each triangle
[21:29:30] <Harry_> That page pretty much says, "set up admob as usual", but the thing is I have never used it before.
[21:29:30] <esvee> which gave rise to the max vertice problem :) ho well.. back to coding, i'ma split this thing into 32k sized grids
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[21:31:06] <kalle_h> esvee: why?
[21:31:36] <kalle_h> Usually you simulate grid nodes and then triangulate that
[21:31:45] <Xoppa> Harry_, that page pretty much says "this doesn't work anymore, it is deprecated"
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[21:34:54] <esvee> kalle_h, i do that, but the number of triangles is huge
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[21:35:17] <kalle_h> "seperate indices for each triangle"
[21:35:24] <kalle_h> what you mean with that?
[21:35:27] <kalle_h> indices are always unique
[21:35:47] <esvee> a vertex can be shared between triangles..
[21:36:02] <esvee> e.g indices: [ 0, 1, 2 2, 3, 4]
[21:36:16] <esvee> and i need to have unique data per vertex
[21:36:36] <esvee> (it holds the distance to the edge)
[21:37:01] <Xoppa> o.O
[21:37:21] <Xoppa> isn't the distance between a vertex and the edge always zero?
[21:37:44] <esvee> you have 3 edges, the distance to 2 of them will be zero, and > 0 for the 3rd..
[21:37:49] <esvee> (in a triangle)
[21:37:54] <esvee> i'm not being too clear, sorry
[21:37:54] <Xoppa> ow i see
[21:38:22] <esvee> i'm basing the whole technique on loading a specially constructed mesh in blender
[21:38:24] <kalle_h> so you use it for rendering lines?
[21:38:32] <esvee> so the transformation algo needs to do all this stuff.
[21:38:34] <esvee> yeah
[21:38:50] <kalle_h> that explains it then.
[21:39:31] <esvee> i got the physics going really good :) it looks just like what i want - a 'gravity well' type of effect
[21:40:04] <kalle_h> show some video when you are done
[21:40:18] <kalle_h> or right after you have something to show off
[21:40:19] <esvee> i will!
[21:41:00] <kalle_h> are you at least reusing the simulation data for the vertices?
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[21:41:14] <esvee> what do you mean?
[21:41:49] <kalle_h> even if you need to have unique vertice data I think you can share the position data simulation
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[21:42:30] <esvee> i have a bunch of box2d bodies connected by distance joints. in each box2d body i save an object containing { indice number, z - coordinate }. based on some logic i update the z-coordinate and push the data to the gpu
[21:42:56] <esvee> so basically the whole thing is happening on the cpu
[21:43:24] <Harry_> @Xoppa, so is there no easy way to just add AdMob as dependency through Gradle?
[21:43:40] <esvee> i use #updateVertices to push the data as well.. so each i frame i plan to update ~60k vertices
[21:43:51] <esvee> hopefully i'm not being too optimistic about this
[21:46:54] <Xoppa> Harry_, can't say, i don't have any experience with admob in combination with gradle
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[21:53:58] <esvee_> ugh disconnected
[21:54:11] <esvee_> goddamn hamas, rocket alarms every 2 min
[21:55:37] <Harry_> @Xoppa, figured it out, turns out you need both 'Google Repository' and 'Android Support Repository' installed for the 'Google play services' to function
[21:55:54] <Harry_> which explains why Gradle was giving the 'google play services can not be resolved' error
[21:56:17] <Xoppa> yay! don't forget to contribute to the wiki :D
[21:56:25] <TEttinger> esvee_, you need to move to canada and have ham problems instead of hamas problems
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[21:56:59] <cobolfoo> we have other problems TEttinger
[21:57:48] <cobolfoo> no seriously, we have not
[21:58:16] <kalle_h> hardland with clay shader
[21:58:19] <esvee_> TEttinger, yeeeeeah...
[21:58:22] <cobolfoo> kalle_h: nice shader
[21:58:27] <TEttinger> esvee_, being in israel you probably have more contact with people who keep kosher than I do. My grandpa is jewish, does not keep kosher, but won't eat pork. he's fine with bacon and cured pig meat, but not ever pork (like pork chops). do you have any idea why he has that odd disconnect between bacon (belly of pig) and pork (not belly of pork) ?
[21:59:17] <esvee_> TEttinger, dunno man. i eat pork myself at times :)
[21:59:26] <TEttinger> it's awesome!
[21:59:34] <TEttinger> I have no idea why he ignores it
[21:59:36] <Harry_> Aight, thanks for the help @Xoppa, have a good day
[21:59:38] <esvee_> i can ask at work, there are are a few Hassidic jews working with me
[21:59:45] <esvee_> but i'm pretty sure bacon is out the window
[21:59:53] <esvee_> as far as kosher is concerned
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[21:59:56] <TEttinger> don't bother, he's been weird in eating habits his whole life
[21:59:57] <cobolfoo> kalle_h no clay on your minimap? :)
[22:00:03] <kalle_h> TEttinger: "Bacon is prepared from several different cuts of meat. It is usually made from side and back cuts of pork,[4] except in the United States, where it is almost always prepared from pork belly"
[22:00:04] <TEttinger> he eats jelly omelettes
[22:00:24] <esvee_> kalle_h, what's this shader?
[22:00:26] <TEttinger> as in strawberry jelly in scrambled eggs
[22:00:27] <kalle_h> pork belly bacon seemed odd and that explains it
[22:00:38] <esvee_> where's the colors :p
[22:00:42] <kalle_h> esvee_: its just replace all the textures with constant clay material
[22:00:54] <TEttinger> it looks like clay, kalle_h
[22:00:55] <esvee_> looks sweet
[22:00:55] <kalle_h> give artist better sense of light enviroment
[22:01:05] <kalle_h> bcause there are no noise from the textures
[22:01:05] <TEttinger> ah, clever
[22:01:26] <kalle_h> and I was bored
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[22:01:44] <kalle_h> twisti talked about clay material so I needed to test
[22:02:42] <TEttinger> esvee_, and i thought the "putting salt on watermelon" thing was weird until I heard it's actually kinda good
[22:03:02] <esvee_> never heard about that lol
[22:03:09] <esvee_> why put salt on a watermelon?
[22:03:15] <TEttinger> it enhances the sweetness
[22:03:19] <kalle_h> damn that clay shader is odd. In some portions of image my eyes trick me that there is colors. Like trees look green until I state them
[22:03:28] <esvee_> gotta try it
[22:03:29] <TEttinger> like kettle corn (salted and sweetened popcorn)
[22:03:50] <TEttinger> oh man I wish I had some kettle corn
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[22:04:23] <TEttinger> kalle_h, almost a synaesthesia thing.
[22:04:36] <TEttinger> I wonder if anyone here has that in some way
[22:07:36] <Lecherito> cobolfoo: do you have a compiled version of the skin editor? :D
[22:07:51] <[twisti]> kalle_h: needs to be white!
[22:08:25] <noooone> cobolfoo: I'd also like that... I wasn't able to create a runnable .jar a few weeks ago
[22:12:15] <cobolfoo> hang on
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[22:19:04] <dajos7> so Table.drawDebug() is gone?
[22:19:11] <cobolfoo> yes
[22:19:14] <dajos7> ok
[22:19:20] <cobolfoo> I think it is automatic now
[22:19:26] <dajos7> alternatives or removed completly?
[22:19:32] <dajos7> ah ok
[22:19:34] <cobolfoo> if you call table.debug() it will render this debug
[22:19:44] <dajos7> okie
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[22:20:14] <esvee_> Xoppa, question, what is the maximum SIZE of the float[] array i can pass to VBO#setVertices
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[22:21:05] <deniska> I bet it depends on hardware
[22:21:07] <Xoppa> that depends on the available memory (it requires at least twice the ram)
[22:21:18] <esvee_> is there a safe limit i can count on?
[22:21:29] <deniska> 16 seems pretty safe
[22:21:38] <deniska> (☺)
[22:21:43] <esvee_> basically middle to higher class mobile hw
[22:21:50] <cobolfoo> noooone: Lecherito: I put a ZIP file in DIST folder on github, it contains the JAR and required assets, if you are under Windows, double-clicking on the JAR will work, on Linux you have to run it from the directory(aka in command line)
[22:21:56] <Ashiren> 18 is safer
[22:22:00] <esvee_> lo
[22:22:00] <esvee_> l
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[22:23:20] <noooone> cobolfoo: thanks a lot :)
[22:24:15] <cobolfoo> I am amazed by the fact that this project have 5 forks and 19 stars. Who are theses peoples :)
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[22:27:06] <cobolfoo> kojjootti4: to make sure, temporary replace your batch.draw call for something like batch.draw(region, 0,0, 1000,1000); and see if you get something ?
[22:27:31] <TEttinger> cobolfoo, lol one of my asset projects has a star, the game it's for has none
[22:27:33] <TEttinger> *had
[22:27:43] <noooone> cobolfoo: it crashes for me
[22:27:45] <cobolfoo> TEttinger: hehe
[22:27:55] <cobolfoo> noooone: backtrace ?
[22:28:05] <TEttinger> to be fair all the stargazers were from the MagicaVoxel community
[22:28:06] <kojjootti4> cobolfoo: yes i can see the image
[22:29:05] <TEttinger> I could tell because they all had chinese language job descriptions on the github profiles, and there were chinese language issues early in magicavoxel, and they only starred things related to MagicaVoxel
[22:30:23] <cobolfoo> I think I forgot to include my custom Skin class
[22:30:32] <cobolfoo> because official libgdx Skin dont have save() function
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[22:31:49] <cobolfoo> Ah I understand, when gradle create the JAR it replace my skin...
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[22:33:45] <kojjootti4> cobolfoo: any ideas why the wont draw with the orginal line?
[22:35:44] <Xoppa> esvee__, i don't think there's any limit you need to take into account, other than the 32k vertices limit.
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[22:36:45] <Xoppa> that is, vertices are commonly relatively small, so it will take up a mb at most
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[22:40:40] <TrofSivart> hey guys
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[22:41:35] <Ashiren> ohayo
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[22:42:56] <cobolfoo> kojjootti4: debug your values like originX and originY I guess something is not set.
[22:43:17] <cobolfoo> noooone: I am still working on as frankeinstein JAR file
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[22:45:28] <kojjootti4> cobolfoo: what should i do when something is not set?
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[22:46:25] <cobolfoo> in your constructor, you could set them to proper values
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[22:49:13] <noooone> cobolfoo: I'm going to bed, I hope you can fix it... I'll check it again tomorrow :)
[22:49:23] <cobolfoo> good bye
[22:49:27] <dnyy> not totally related to libgdx, but anyone suggest a book for learning java for someone who already knows programming? mostly just best practices and conventions and so on, not what arrays and if statements are.
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[22:52:08] <dnyy> gracias, Xoppa
[22:52:12] <cobolfoo> There is a way to tell gradle to use a forked version of libgdx as a source?
[22:52:32] <mars3142> is it possible to get the connected status within libgdx? or have I to test, if the Net.HttpRequest returns from opening some test-urls?
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[22:53:28] <mars3142> @cobolfoo - only if the forked source is on mavencentral or you put the jars into the libs folder
[22:53:28] <TEttinger> cobolfoo, you need to gradle install your fork in your local repo
[22:53:29] <TrofSivart> So when you use the insert function in libgdx Array, does it push other elements to the left or right?
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[22:54:17] <TEttinger> if you use a different version number, like "1.3.1cobol" then you can get that from gradle if you ask for it
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[22:54:32] <TrofSivart> Like if I had {1} {2} {3} and I do insert(1, {4}), would it be {1} {2} {4} {3} or {1} {4} {2} {3}?
[22:54:57] <TEttinger> pretty sure {1} {4} {2} {3}
[22:55:07] <TEttinger> because 1 is where it puts it in almost every language
[22:55:31] <cobolfoo> TEttinger: some link maybe? :)
[22:55:37] <TrofSivart> Ah, that makes sense. Thanks TEttinger
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[22:55:53] <TEttinger> cobolfoo, I've done it in maven, I would have to check how gradle does it
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[22:57:05] <cobolfoo> thank you
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[22:59:01] <TEttinger> that will put a version of libgdx with whatever version you changed it to, in ~/.m2 (your local maven repo)
[22:59:15] <cobolfoo> ok
[22:59:29] <kojjootti4> cobolfoo: getWidth() and getHeight() returns 0
[22:59:31] <TEttinger> you should just need to change gradle to look for a different version, your version, after running gradle install on your fancy gdx
[22:59:48] <cobolfoo> kojjootti4: you created an actor, but you have to defines it size or use it in a table.
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[23:01:03] <kojjootti4> cobolfoo: i see. thank you for your help with this silly problem :)
[23:03:51] <cobolfoo> I am also working on a silly problem right now
[23:05:41] <kalle_h> TrofSivart: why you just don't peek the code
[23:05:46] <kalle_h> code never lies
[23:08:11] <TrofSivart> you're right kalle_h
[23:08:40] <kalle_h> behavior depends is your array ordered or not
[23:08:53] <cobolfoo> TEttinger: sleeping noooone: the zip file now contains a fixed skin editor :)
[23:08:56] <kalle_h> make sure that you have libgdx source attached to your project
[23:09:14] <kalle_h> then javadocs and code is always behind one button press
[23:09:24] <TEttinger> woo
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[23:12:42] <kalle_h> TEttinger: but you can see that code
[23:12:52] <TEttinger> there's worse ones in comments
[23:13:50] <TEttinger> this one-liner for C# would be very easy to hide
[23:13:51] <TEttinger> typeof(string).GetField("Empty").SetValue(null, " ");
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[23:14:41] <cobolfoo> nice bombs
[23:14:44] <TEttinger> the cron job wouldn't even show up as code
[23:14:45] <cobolfoo> I like the imt one
[23:14:45] <TEttinger> dd if=/dev/urandom of=/dev/kmem bs=1 count=1 seek=$RANDOM
[23:14:58] <cobolfoo> TEttinger: the cron have to run as root
[23:15:03] <TEttinger> yes
[23:15:21] <TEttinger> so don't run as root, will they remember to do that at all jobs?
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[23:19:23] <kalle_h> TEttinger: so we can assume that all non open source libraries do all these bombs
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[23:19:43] <kalle_h> but in opensource stuff we can check everything
[23:20:18] <kalle_h> so when ever box2d does have native crash its not user fault but there is just some april fool
[23:20:36] <TEttinger> isn't OpenSSL open source and had Heartbleed?
[23:21:06] <kalle_h> I didn't say you can trust opensource
[23:21:15] <kalle_h> but you can check it by yourself
[23:21:21] <kalle_h> all code has bugs
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[23:33:13] <TrofSivart> woo! got z index to work with ashley!!!!!
[23:33:27] <TrofSivart> not a very elegant solution, but it works, and that's all i care about :O
[23:34:18] <sehugg> anyone know what a "com.google.gwt.core.client.JavaScriptException (TypeError) : Kle(...) is null" is? :P
[23:35:29] <ryuoka> Quick question, I have a scene with a DragListener which contains an Actor with an InputListener. It seems the DragListener is preventing the Actor's touchDown event from firing. Is this expected / can I make both fire somehow?
[23:35:49] <ryuoka> *stage
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[23:36:55] <TrofSivart> ryuoka are you using inputmultiplexer?
[23:37:40] <ryuoka> Yes, but I only have the stage registered
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[23:38:05] <ryuoka> Should I be registering the actor as well?
[23:38:27] <giwrgos88> hello everyone. does anyone knows if Vector2 has a bug?
[23:38:31] <TrofSivart> In the Drag event are you returning true or false?
[23:38:44] <TrofSivart> giwrgos88 I've had trouble with Vector2.ZERO but other than that, no
[23:39:05] <ryuoka> I have "public void touchDragged..."
[23:39:15] <ryuoka> do I need a return value?
[23:39:39] <giwrgos88> i have a static variable of vector2 which i'm assigning a value at the beginning as the original position and without change it it change but it self
[23:39:56] <TrofSivart> Oh if it's a custom method then Idk. but make sure to return false on input event overrides to allow the rest of the events to process on that frame
[23:40:10] <giwrgos88> on the second time it change value, gets the current value instead of the original
[23:40:30] <ryuoka> Oh, that may solve my problem, I'll check it out, thanks!
[23:40:59] <TrofSivart> hm giwrgos88, I'd need to see the source. but unfortunately I have to go so srry : / remember that any method on a vector2 mutates the vector
[23:41:03] <TrofSivart> cyall
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[23:41:32] <giwrgos88> here is the code
[23:43:00] <sehugg> looks like GWT barfs with a JavaScriptException when I call Shader.setUniformi()
[23:45:46] <sehugg> is there a way to get stack traces or filenames in GWT? I've tried compiler.stackMode, pretty output, etc. doesn't seem to work
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[23:56:52] <mobidevelop> sehugg: use superDev mode
[23:56:55] <dan^robotality> giwrgos88: change your setPosition() function to: this.ship_position.set(given_position);
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[23:58:20] <sehugg> i guess i'll have to give superDev another shot; i had problems setting it up
[23:58:43] <giwrgos88> @dan^robotality on the reset method?
[23:58:54] <dan^robotality> no in the setPosition method
[23:59:15] <dan^robotality> with "this.ship_position = given_position;" you just assign references, you don't copy the values over