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[01:12:59] <michaelwm> could anyone point me in the right direction for sending push-notifications / alerts / alarms to an iOS / Android device?
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[01:23:04] <progrmor> Xoppa you there?
[01:23:48] <robitx> sure he is Xoppa (~Xoppa at 54689556 dot cm-12-1c.dynamic.ziggo.nl) se odpojil (Ping timeout: 255 seconds)
[01:24:03] <robitx> he is sleeping probably
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[01:24:20] <Xoppa__> sure
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[01:25:09] <robitx> didnt see that comming
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[01:26:02] <progrmor> Remember you told me to remove the "static" of the textures? Well that gives me error when calling on them in other classes, how to handle that?
[01:26:26] <Xoppa> resolve the errors...
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[01:26:32] <Xoppa> *solve
[01:26:44] <progrmor> thanks
[01:26:48] <Xoppa> :D
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[01:28:43] <mobidevelop> Lol
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[01:29:18] <progrmor> Solved it, but my application is tiny, still the screen switching is takin ages!
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[01:30:11] <robitx> ages?
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[01:31:02] <Xoppa> then make your screen switching code take less ages
[01:31:34] <mobidevelop> Heh
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[01:31:50] <Xoppa> mobidevelop, did you see this: https://github.com/libgdx/libgdx/wiki/Working-from-source/_history ?
[01:32:14] <mobidevelop> Nope
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[01:34:27] <mobidevelop> Seems worthwhile
[01:34:43] <Xoppa> remove it?
[01:35:18] <TheUnkn0wn0ne> Won't let me reverse it, you'll have to remove it
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[01:35:38] <TheUnkn0wn0ne> I can't find my way around the new github design haha
[01:36:07] <Xoppa> haha... there's no remove button
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[01:37:11] <Xoppa> ow, you have to click edit first...
[01:37:32] <mobidevelop> Doesn't work
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[01:38:34] <TheUnkn0wn0ne> It errors out when I click 'Delete page'
[01:38:42] <mobidevelop> Yep
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[01:40:27] <Xoppa> i guess we'll have to elaborate it then
[01:41:05] <TheUnkn0wn0ne> It won't let me edit the page to say it will be removed as soon as possible. :(
[01:41:12] <TheUnkn0wn0ne> It errors again
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[03:20:10] <fauge> I have a question about actors
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[03:32:46] <fauge> omg anybody here to help me
[03:33:09] <TheUnkn0wn0ne> fauge: I don't know much about scene2d, but I can try
[03:33:24] <Tomski> fauge, just ask your question, dont wait for someone to ask you what your question is
[03:33:24] <fauge> i just want to know what an actor is and how to use it
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[03:35:24] <Tomski> fauge, https://github.com/libgdx/libgdx/wiki/Scene2d
[03:35:27] <Tomski> sums it up pretty well
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[03:37:49] <fauge> yeah i see that now
[03:38:30] <fauge> if something doesnt need to recieve inputs should i make it an actor?
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[03:39:09] <Tomski> I personally wouldn't use it at all
[03:39:13] <Tomski> Unless its for ui
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[04:05:19] <gentlemandroid> Jesus man, what is that guy up to?
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[04:25:28] <mobidevelop> Man that CyrusVorazan is on a roll
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[04:27:05] <Tomski> :(
[04:27:08] <Tomski> I miss him already
[04:27:19] <mobidevelop> Me too
[04:27:55] <mobidevelop> He'll be back
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[04:29:37] <Tomski> WHA
[04:29:42] <Tomski> Welcome back CyrusVorazan
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[04:32:03] <mobidevelop> Yay
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[04:33:30] <Tomski> ban?
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[04:34:07] <mobidevelop> Sure
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[04:34:49] <cobolfoo> I started working with ashley for a new project, I have some doubts about performance regarding the increased number of iterations per render frame but anyway, I have to try it. Someone have an idea how I could sync a whole system over network ? Maybe there is a nice trick I don't know about.
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[04:37:02] <pmartino> i think he really wanted to be on #libgdx
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[04:51:06] <nickster-here> yea shes hot man, check out this snap http://www.pasteall.org/pic/75962
[04:51:08] <nickster-here> crap wrong window
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[04:56:28] <mobidevelop> O.o
[04:56:31] <JesusCM> /msg nickserv register YOURPASSWORD YOUREMAIL
[04:57:08] <JesusCM> is that the line i use to register
[04:58:10] <pmartino> lolll
[04:59:06] <JesusCM> is it?
[04:59:50] <nickster-here> man she is deep, ghetto bird on her head
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[05:02:51] <JesusCM> ah it is the line
[05:05:19] <JesusCM> drawable-hdpi, mdpi, ldpi what sizes belong in each
[05:05:46] <JesusCM> i tried 72 ^ 2, 48 ^ 2, 32 ^ 2 but with bad results
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[05:25:37] <robitx> ok, first demo finaly in play store, time to go to sleep
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[06:34:40] <warmwaffles> when I move pngs around on the screen they get sorta distorted, like darker and really contrasty. Any ideas what is going on?
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[06:50:12] <mr_smith> first demo is out, if anyone would be willing to test, I welcome every comment and reports on devices where it crashes https://play.google.com/store/apps/details?id=org.tiborsmith.wormkout.android.demo
[06:50:36] <warmwaffles> sure why not
[06:50:45] <LiquidNitrogen> warmwaffles: got a funny blend mode set or something?
[06:51:07] <warmwaffles> I may, I am just using default settings. Really haven't set anything
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[06:51:24] <LiquidNitrogen> maybe your image is partially transparent to start with?
[06:52:04] <warmwaffles> it is a transparent png
[06:52:15] <warmwaffles> thin single pixel lines
[06:53:19] <warmwaffles> it's just weird. I may try to solve it later
[06:54:16] <LiquidNitrogen> maybe its a scaling isseu
[06:55:39] <warmwaffles> Yea I'll get some screen captures of it or something later
[06:55:53] <warmwaffles> mr_smith: the controls are really weird on my Galaxy S4
[06:56:00] <warmwaffles> am I supposed to hold it vertically?
[06:56:11] <robitx> did you read the help?
[06:56:19] <warmwaffles> who the fuck reads
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[06:57:31] <warmwaffles> yea still really wonky
[06:58:21] <robitx> I should redirect to help automaticaly
[06:58:55] <warmwaffles> I stood up and turned and turned, yet I kept going straight
[06:59:09] <LiquidNitrogen> if your game needs the user to read an info section, its broken
[06:59:30] <robitx> thats why its first demo
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[06:59:52] <warmwaffles> should have the first course be a tutorial if possible
[06:59:58] <noone> why does it make a difference, whether I first setup an InputMultiplexer and then set it as Gdx.input.setInputProcessor, or FIRST set it as the processor and then add the other processors to it?!
[07:00:13] <warmwaffles> depends
[07:00:22] <robitx> warmwaffles: turned and turned how?
[07:00:24] <warmwaffles> you can have one of the input processors return true to short cut out
[07:00:46] <warmwaffles> like turned clock wise by twisting and when that didn't work, I resorted to actually turning
[07:00:48] <robitx> did you actualy rotate yourself?
[07:00:49] <robitx> or did you try to tilt
[07:01:08] <warmwaffles> tilting up and down works fine
[07:01:17] <warmwaffles> left and right are weird
[07:01:38] <robitx> warmwaffles: you are trying to tild left and right?
[07:01:55] <LiquidNitrogen> ahh lol. it doesnt need tutorial.
[07:02:28] <robitx> LiquidNitrogen: elaborate
[07:03:15] <LiquidNitrogen> hm.. its not working how i thought it was though
[07:03:32] <LiquidNitrogen> at first it felt like i probably had to swivel around on my chair to make it turn enough
[07:03:54] <robitx> yes you have to move
[07:04:32] <LiquidNitrogen> is it not calibrating right? or am i just doing something wrong?
[07:04:49] <warmwaffles> yea that's what I'm thinking
[07:05:17] <robitx> stand up, for up and down you can use tilting, for left and right you have to rotate yourself with the device
[07:05:30] <warmwaffles> ya that wasn't working for me
[07:05:45] <warmwaffles> tilting worked fine, but the turning wasn't working well
[07:05:58] <LiquidNitrogen> yeah thats what i figured but it wasnt quite going left/right properly
[07:06:17] <LiquidNitrogen> ps games that spend 10 seconds trying to log into google play servises annoy me
[07:08:30] <robitx> now figure out whats wrong
[07:08:38] <robitx> LiquidNitrogen: what is your device?
[07:09:27] <LiquidNitrogen> ok, what is wrong, is that you have to turn around a lot more than you expect to
[07:09:51] <LiquidNitrogen> if you can find some way to illustrate how much you need to turn, that would help
[07:10:00] <LiquidNitrogen> i passed level 1
[07:10:04] <robitx> so no technical problem?
[07:10:11] <LiquidNitrogen> no.
[07:10:16] <LiquidNitrogen> s4
[07:10:41] <robitx> basicaly you see 90 angle turn, you have to turn for 90 degrees
[07:10:51] <robitx> its not tilting game
[07:10:51] <LiquidNitrogen> i found i was mainly facing the same direction most of the time
[07:11:00] <warmwaffles> yea that's not working for me =/ da fuq
[07:11:05] <warmwaffles> I wonder if my sensor is jacked
[07:11:18] <LiquidNitrogen> it would have been more fun if i was turning around in circles more
[07:11:27] <robitx> warmwaffles: might be, I need accelerometer, gyroscope and magnetometer
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[07:12:08] <LiquidNitrogen> also, i think it would be more interesting if the tunnel was solid so it isnt so easy to anticipate what is coming up next
[07:12:14] <robitx> LiquidNitrogen: sure I could generate you few dizzy levels in half an hour
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[07:12:40] <robitx> LiquidNitrogen: its racing game, when you speed up even anticipation wont help you
[07:12:52] <robitx> try to go 25 gates/s
[07:12:59] <warmwaffles> corkscrew upwards
[07:13:03] <LiquidNitrogen> hm
[07:13:23] <robitx> warmwaffles: exactly
[07:13:39] <LiquidNitrogen> well i could just imagine how fun that would be if you were flying through a solid tunnel and coming upon unexpected things, not so much just how hard it is
[07:13:57] <warmwaffles> I think my sensors may be jacked, I turn left and it goes left and then shoots right
[07:14:26] <LiquidNitrogen> maybe your compass got sand in it XD
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[07:14:56] <warmwaffles> robitx: was fun toying with this. I will reattempt in the morning
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[07:15:56] <robitx> LiquidNitrogen: btw. I wouldnt even need a tunel, just reduce number of gates before you
[07:16:04] <LiquidNitrogen> robitx: the other thought that came to mind was that it would be pretty sweet if instead of a plain tunnel, it was a journey through some place.. like those 3d motion master rollercoaster simulators
[07:17:00] <LiquidNitrogen> thats a whole different scope, but thats what feels like it would really do well with
[07:17:34] <LiquidNitrogen> like sometimes you come across wider caverns and you can zoom around a bit more freely, sometimes narrow gaps where you have to really watch out
[07:18:41] <robitx> TTS lady works fine?
[07:19:18] <LiquidNitrogen> itd be interesting if you could use the camera somehow to determine the distance the phone is from your head, then you could make it go faster when you hold it further away or slower when you bring it closer
[07:19:41] <robitx> tap on the left and right side
[07:19:46] <robitx> of the display
[07:20:21] <LiquidNitrogen> tts lady?
[07:20:29] <robitx> text to speach voice
[07:20:38] <LiquidNitrogen> oh sound off
[07:20:45] <robitx> missing a lot
[07:20:54] <LiquidNitrogen> i dont often turn sound on
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[07:21:40] <robitx> What was your time in first lvl?
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[07:22:08] <LiquidNitrogen> i dont think my time counts, i was just going the same speed the whole way
[07:22:21] <robitx> 5 gates/s?
[07:22:26] <LiquidNitrogen> yup
[07:22:38] <robitx> no wonder it seemed too easy and boring to you
[07:22:40] <LiquidNitrogen> 2:31
[07:23:28] <LiquidNitrogen> i didnt say it was easy or boring
[07:23:42] <robitx> predictable...
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[07:24:04] <LiquidNitrogen> since i didnt read the rules, i think it appeared to be quite a different game than what it was intended to be
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[07:24:36] <LiquidNitrogen> how many people will read the instructions? i bet 4/5 people just hit play
[07:25:53] <robitx> you should read the first sentence in help :)
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[07:27:38] <robitx> TEttinger: it evolved a little since you tried it https://play.google.com/store/apps/details?id=org.tiborsmith.wormkout.android.demo
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[07:29:03] <TEttinger> downloading, robitx
[07:29:31] <LiquidNitrogen> i dont really like racing games. are you planning on having other racers?
[07:29:44] <TEttinger> I really liked limearrow's game, not the mario knockoff skateboarder but the word crush one
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[07:30:26] <robitx> LiquidNitrogen: you dont like them and are you asking if I am planning more? :)
[07:30:58] <LiquidNitrogen> that is correct
[07:31:44] <robitx> LiquidNitrogen: obviously, first I need to take this into proper working state when It will be consumable for non reading people
[07:32:47] <LiquidNitrogen> i was just thinking that at the begining you could have a big warning sign that pops up when youre about to hit the side wall that says "TURN MORE!!!"
[07:33:40] <robitx> levels in the game are generated from decimal expansion of Pi => can make infinite number of unique levels with ease
[07:34:47] <LiquidNitrogen> i mean are you planning on having other 'players' that you have to beat
[07:35:48] <robitx> LiquidNitrogen: well I could, but I havent plan such aproach
[07:36:07] <LiquidNitrogen> ok, just trying to work out what you had planned
[07:36:22] <TEttinger> gaaaaah
[07:36:31] <TEttinger> I tilt right and I turn left
[07:36:47] <TEttinger> and I'm always moving up
[07:36:50] <robitx> TEttinger: did you read instrustions?
[07:36:53] <TEttinger> yes
[07:37:05] <TEttinger> unless there were more after the TTS thing
[07:37:06] <LiquidNitrogen> you cant tilt right, you have to turn right
[07:37:26] <TEttinger> I didn't get that part
[07:37:38] <TEttinger> I was wondering why you needed to stand
[07:37:44] <TEttinger> it wasn't clear at all
[07:37:57] <robitx> you see 90 angle, you need to rotate your self for 90 degrees
[07:38:56] <LiquidNitrogen> well the game says it makes you move at the start.. but its still not intuitive that you actually need to move lol
[07:39:10] <LiquidNitrogen> the majority of games you dont have to move at all
[07:39:36] <robitx> LiquidNitrogen: that is exactly the reason why am I working on game which makes you move
[07:39:49] <TEttinger> welp, I turn my body left, I turn left. I turn by body right, I turn left
[07:39:56] <TEttinger> this is an awful control scheme
[07:40:21] <LiquidNitrogen> no its good
[07:40:24] <robitx> what device is it<
[07:40:32] <TEttinger> samsung galaxy s3
[07:40:39] <TEttinger> the most common android phone IIRC
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[07:40:51] <LiquidNitrogen> you hve to spin round and round and get dizzy
[07:41:54] <robitx> TEttinger: if it havent sensors working fine, it doesnt matter if its the most common
[07:42:50] <robitx> TEttinger: do you hold your phone mostly vertically?
[07:43:05] <TEttinger> I'm doing this in landscape
[07:43:17] <TEttinger> and I'm standing, so no, it's flat
[07:43:52] <robitx> TEttinger: normal to the display is aproximatly horizontal<
[07:44:15] <TEttinger> am I seriously supposed to have my arms outstreteched and holding the phone at arm's length?
[07:44:31] <TEttinger> like an L shape?
[07:44:39] <LiquidNitrogen> it works for my just hilding it comfortably infront of me
[07:44:54] <LiquidNitrogen> wait, someone get be a more accurate keyboard
[07:45:53] <TEttinger> ok, make a video of someone playing the game. a control scheme should be intuitive, and it has failed on that 100% for me
[07:45:54] <robitx> ok I need to implement block for horizontaly holden device
[07:46:12] <robitx> TEttinger: its a demo
[07:46:31] <LiquidNitrogen> you kind of play it as though you are looking through a video camera
[07:46:59] <robitx> window into virtual world
[07:47:17] <LiquidNitrogen> i seriously think you should add scenery and make it a motion master indiana jones temple run
[07:47:42] <robitx> temple run is just tilting
[07:47:52] <robitx> it sucks
[07:48:00] <TEttinger> it's gotten me more frustrated than my music library getting erased today, sorry but I am not the kind of person who plays real-time or finesse-based games, and the strange controls just make it irritating
[07:48:03] <FightingCat> How to draw a shadow of an ModelInstance on a plane?
[07:48:24] <LiquidNitrogen> no i dont mean like whatever dumb temple run game youre talking about
[07:50:44] <FightingCat> how can i draw a shadow of a ModelInstance on a plane?
[07:51:04] <TEttinger> FightingCat, do you mean the shadow of something over the plane?
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[07:51:09] <robitx> LiquidNitrogen: I dont have graphic guy, scenery racing would be nice, but its scaling project up
[07:51:17] <TEttinger> oh you mean a flat surface plane
[07:51:34] <FightingCat> uh, yes, sorrry for my poor English
[07:51:41] <LiquidNitrogen> robitx: yeah i understand
[07:51:59] <TEttinger> no, you are correct, but plane means two things and it's easy to confuse the two
[07:52:05] <robitx> I heavent even fixed broken skybox :)
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[07:52:48] <LiquidNitrogen> the visual and control just really reminds me of this ride
[07:53:29] <FightingCat> I have no ideas, I'm a newbie.
[07:54:09] <robitx> FightingCat: in that case do you need to start with shadows?
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[07:55:32] <FightingCat> I don't think so, but, yes
[07:56:00] <robitx> do you have setup some enviroment?
[07:56:07] <LiquidNitrogen> robitx: https://www.youtube.com/watch?v=Cgu9RQ-eDos have you seen these things? youre in a small isolated theatre thing which can tilt you around and you feel like youre moving along a track.
[07:56:46] <FightingCat> Nope, if I set, there will be shadow?
[07:56:54] <TEttinger> FightingCat, there's Xoppa's blog for a good tutorial on 3d in libgdx http://blog.xoppa.com/basic-3d-using-libgdx-2/
[07:57:05] <TEttinger> he gets to shadows in the 7th section
[07:57:10] <robitx> FightingCat: if you setup lights there could be some shadows
[07:57:49] <FightingCat> Will it exists on another object?
[07:58:58] <robitx> cant say for sure, but I guess so, anyway playing with shadows will bring you to playing with shaders pretty soon
[08:00:04] <robitx> LiquidNitrogen: quaternions all over the place, but I guess software they use allows them to avoid most of the math
[08:00:19] <FightingCat> It's too difficult to explain what I think,and I don't know start with what...
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[08:03:23] <robitx> FightingCat: http://pastebin.com/uGbKzb9d
[08:03:55] <robitx> primitive example of setting environment
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[08:04:49] <FightingCat> I was not a programmer before,until someone hired me as a assistant, he develops alone.He requires me to do this.
[08:05:11] <robitx> wow
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[08:06:58] <robitx> LiquidNitrogen: shit, just when I clean all up and reduce number of screens on two, time to bustle up tutorial level screen
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[08:08:20] <robitx> btw. do you work on something LiquidNitrogen?
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[08:25:26] <FightingCat> robitx I tried your sample code, it only influence the lighting of objects, is it possible to inject a shadow on a assigned plane?
[08:26:23] <robitx> with shaders everything is possible, xoopa or maybe twisti could help you with raytracing
[08:27:06] <FightingCat> My boss gave me a task to copy an existing game for practice,as similar as possible.I can implement basic things now,and simulate physics with bullet.It's a basketball shooting game,so I need to show a shadow of the basketball on the floor, but I have no idea with that.
[08:27:59] <FightingCat> oh, I forgot that, I'm reading it.
[08:28:56] <LiquidNitrogen> robitx: im working on this https://www.youtube.com/watch?v=nRAtQXgW71o
[08:29:15] <LiquidNitrogen> and a couple of other smaller projects
[08:31:05] <robitx> you obviously dont have problem with shadows :)
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[08:36:08] <Tomski> Welcome back CyrusVorazan :)
[08:36:09] <LiquidNitrogen> its all just 2d
[08:36:43] <cackling_grandma> hey guys I have a design issue. I manage sprites in one component and the text files which tell the game how to show the sprites in an another component. Every time I draw anything I send an object over so the sprite know whether it's rotated, gray-scaled, semi-opaque etc. The problem is, sprite origin never change so I'm not sure if I should send it every time too or somehow fix it in the sprite itself.
[08:36:45] <TEttinger> CyrusVorazan, is your connection better now?
[08:37:10] <CyrusVorazan> An awkward hello to everyone ( ´ãƒ»ω・)ノ
[08:37:51] <TEttinger> cackling_grandma, is this networked?
[08:38:01] <cackling_grandma> no it's local.
[08:38:25] <cackling_grandma> but it can load images or files from the net too if I want.
[08:38:38] <CyrusVorazan> First of all, apologies to everyone for the trouble
[08:38:40] <TEttinger> I'm not sure if sending more stuff over will be a big problem, is this an issue for performance?
[08:38:53] <CyrusVorazan> Hope you had a fun night with my pidgin ^^;
[08:39:07] <cackling_grandma> no, just something to do with architecture.
[08:39:10] <TEttinger> it's fine, CyrusVorazan, the ban was just so that we wouldn't get 30 more screens of join/quit
[08:39:50] <TEttinger> cackling_grandma, well if origin could change at some point, maybe send it
[08:39:54] <cackling_grandma> it's wierd to do this: "hello, what's the id of the sprite TEttinger.png? Oh btw I want it centered at the bottom center point."
[08:40:02] <TEttinger> oh haha
[08:40:02] <cackling_grandma> origin is never changed.
[08:40:39] <TEttinger> so you're required to pass more stuff than needed, you're saying
[08:40:40] <TEttinger> ?
[08:40:57] <cackling_grandma> yes, and at arkward points of time, too.
[08:41:33] <cackling_grandma> because it load TEttinger.png when it's first requested, so origin is best set there.
[08:41:53] <mk1> anyone here using Hiero?
[08:42:07] <TEttinger> mk1, I have yes
[08:42:33] <TEttinger> I ended up using it as a base and editing the png in photoshop
[08:42:40] <mk1> I have problems with small font sizes. it looks blurry, compared to what the ft font generator creates
[08:42:57] <cackling_grandma> alternatively I can set origin every time I draw a sprite, which's probably not THAT harmful but it's like a sore thumb.
[08:43:06] <TEttinger> using native font rendering or java, mk1?
[08:43:55] <mk1> both actually
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[09:27:20] <TEttinger> mk1, I'd guess FreeType just has a better renderer :|
[09:31:41] <HunterD> if I read form texture only one channel vs 4 channels in my shader, will there be any performance difference? (no computing, just reading)
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[09:39:58] <TEttinger> HunterD, try it and see
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[09:44:03] <megasoft78> hi guys
[09:44:17] <megasoft78> quick question about TexturePacker
[09:46:13] <megasoft78> internally if I generate an image power of two like (1024x2048) or another one like 1466x1230 with pot=false
[09:46:27] <megasoft78> which one is better in term or memory consuption?
[09:47:09] <megasoft78> is my Texture 1466x1230 going to be loaded as 2048x2048 internally?
[09:47:55] <megasoft78> or OpenGL 2.0 can use 1466x1230 and optimize the memory
[09:48:28] <megasoft78> I know OpenGL 2.0 can use not power of two Textures but I'm asking if it's optimized
[09:48:56] <megasoft78> I have some low devices having issue with big textures and I'm trying to fix them
[09:49:11] <megasoft78> anyone can help me?
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[10:25:27] <mk1> HunterD: no. it's a texture fetch which returns a vec4, no matter the bitmap format
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[10:25:59] <HunterD> thanks mk1
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[10:34:25] <mobaxe> mk1 how can i implement this to my project ? https://github.com/mattdesl/lwjgl-basics/wiki/LibGDX-Finger-Swipe
[10:35:39] <mk1> mobaxe: what exactly? the effect?
[10:36:33] <mobaxe> I want all :p
[10:37:17] <mk1> lol
[10:37:44] <mobaxe> im trying to create a game like fruit ninja
[10:38:09] <mobaxe> i need this or at least can you give me an idea how i can do finger swipe
[10:38:13] <mk1> well, it's all explained there
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[10:38:54] <mobaxe> so you say its easy with that ?
[10:41:30] <mk1> you're asking me to tell you how to do it when it's explained in the tutorial...yeah
[10:41:53] <mk1> it's not perfect as it uses the immediate mode renderer, but it works
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[10:44:50] <mk1> it doesn't feature actually capturing what objects are hit but this is a very simple task, you should manage to code yourself
[10:46:18] <mobaxe> ok thanks
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[10:53:16] <mahou> hello
[10:55:14] <mk1> hello
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[11:01:13] <noooone> hiho, has anyone programmatically fired some kind of input events?
[11:01:49] <noooone> I would like to simulate a left click in the middle of the screen when a key is pressed
[11:02:36] <c0ke> The left click is an action, why not jump directly to the reaction?
[11:03:31] <noooone> because the reaction depends on the action, and I already have that code working
[11:04:12] <c0ke> Can you not fire the reactive method with the values you need?
[11:04:33] <TEttinger> I'm curious why megasoft78 was an op
[11:04:35] <c0ke> Seems a bit evil to simulate a click is all
[11:04:39] <mahou> I'm using a textureatlas with AssetsManager. But, can I modify the textureatlas during the game?
[11:04:49] <TEttinger> never seen him/her before
[11:05:00] <c0ke> Freenode op perhaps TEttinger?
[11:05:04] <TEttinger> maybe
[11:05:24] <mk1> mahou: what do you want to achieve with that?
[11:06:40] <TEttinger> there is an API to call texturepacker from game code
[11:07:09] <TEttinger> it may not be fast enough to do on mobile in a reasonable timeframe...
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[11:07:34] <c0ke> I thought the TexturePacker stuff was desktop online?
[11:07:36] <c0ke> only*
[11:08:04] <c0ke> Because it lives in gdx-tools?
[11:08:09] <c0ke> Could be wrong :P
[11:08:24] <noooone> texture.getTextureData().consumePixmap() returns a PixMap you might be able to change
[11:08:47] <c0ke> Isn't PixMap manipulation done on the CPU noooone? Bit slow?
[11:09:05] <noooone> sure is, but I don't know what he wants to do
[11:09:21] <mahou> I have a bitmap that is composed of other bitmaps, and when level change I would like to use the bitmap as a base and the other bitmaps placed in other positions within the bitmap that makes base.
[11:09:23] <c0ke> That was more a question for my general knowledge ^^
[11:10:08] <cackling_grandma> what's the relation between sprite origin and sprite position? On-screen position doesnt seem to be in-sprite origin.
[11:10:14] <mk1> mahou: okay, in that case you need to online texture pack your bitmaps. you can do that. it's on the wiki
[11:10:36] <mk1> https://github.com/libgdx/libgdx/wiki/Packing-atlases-at-runtime
[11:10:47] <c0ke> cackling_grandma the origin is used for rotation and such isn't it? I don't think it has anything to do with the position
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[11:11:32] <noooone> has anyone used Decals before? I have overlapping transparent decals and they sometimes "block" each other
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[11:12:39] <mk1> noooone: it's called z-fighting. it may help to disable writing depth + you must ensure that the render order of decals stays the same
[11:12:44] <cackling_grandma> mk1 what's the point of the origin then, considering sprite size would change if it's rotated.
[11:13:09] <mk1> what? where does that question come from? o.0
[11:13:55] <cackling_grandma> ok basically if I want an arrow to spin in place for example. I still have to figure out the arrow's width and height AFTER rotating then calibrate its position
[11:14:23] <cackling_grandma> whether or not I set the origin, making the origin entirely redundant
[11:15:32] <noooone> mk1: ah... the depth buffer, of course
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[11:16:40] <noooone> I'm using a CameraGroupStrategy... that should sort the decals by their distance from the camera... doesn't that also ensure that the order should stay the same?
[11:16:44] <mk1> cackling_grandma: are you talking about a sprite? why not set the center?
[11:17:23] <cackling_grandma> mk1, by center you mean setOrigin or the center of the sprite?
[11:17:24] <mk1> noooone: not if the decals are at almost the same position
[11:17:49] <mk1> cackling_grandma: setOrigin I believe. I've actually never really used SpriteBatch because my stuff is too custom to use it
[11:18:19] <cackling_grandma> I dont use spritebatch but I get position vertices from Sprite.
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[11:20:35] <mk1> I still don't know what you're trying to achieve. widht and height of a sprite don't magically change if you rotate it
[11:20:48] <mk1> or are you talking about the bounding box?
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[11:21:06] <cackling_grandma> err, bounding box. My bad.
[11:21:40] <cackling_grandma> no wait, mk1. The TEXTURE width and height doesnt change indeed but sprite's width and height (bounding box) does.
[11:22:03] <mk1> seriously, just set the origin to the center, apply rotation and you get the correct vertices. using a bounding box for that is overkill and actually slower
[11:22:44] <cackling_grandma> no I dont use bounding box. I call setOrigin and getVertices() directly :|
[11:23:07] <cackling_grandma> but the set origin thing, as I've found, does jack.
[11:23:33] <mk1> then maybe setCenter
[11:23:56] <mk1> oh wait
[11:24:02] <mk1> setOrigin is correct
[11:24:36] <cackling_grandma> all calculations are dont in getVertices
[11:24:49] <mk1> yeah
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[11:24:58] <cackling_grandma> done*, not dont
[11:25:31] <noooone> mk1: hhmmm, disabling the depth buffer writing solves the problem of them blocking each other, but it causes new problems...
[11:25:48] <noooone> have you encountered that problem as well, if so, how did you solve it?
[11:25:48] <mk1> I've no idea what you do, but the getVertices code is correct
[11:28:05] <noooone> currently I have only textures with pixels that are either 100 opaque, or 100 transparent... can I somehow setup the framebuffer to be only updated for the opaque pixels?
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[11:29:31] <cackling_grandma> mk1, it treats origin as 0,0 from what I see. getOrigin returns correct values.
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[11:31:35] <mk1> sorry, no idea. should work. step through getVertices, check the values
[11:31:39] <CyrusVorazan> Is it possible to make text multicolored in scene2d textareas or labels?
[11:32:00] <cackling_grandma> without rotation, sprite.setPosition(x - sprite.getOriginX(), y - sprite.getOriginY()); works
[11:32:05] <mk1> noooone: not with libgdx. In my engine I had a fixed render order for decals
[11:32:24] <cackling_grandma> so yeah something IS off with verVertices :|
[11:32:38] <mk1> CyrusVorazan: planed, but not working yet: https://github.com/libgdx/libgdx/issues/1934
[11:32:39] <cackling_grandma> erm, getVertices*
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[11:33:14] <noooone> but how can the order be fixed? if you don't sort them by distance to the camera, it cannot work, can it?
[11:33:38] <cackling_grandma> noooone I tried doing what you're doing now before. You have to sort it by yourself
[11:33:39] <CyrusVorazan> mk1 I see. Is that solveable with a custom widget?
[11:34:14] <cackling_grandma> do not try to sort with z-buffer. PC is not NES. That will not work.
[11:35:08] <mk1> CyrusVorazan: you can always implement your own label. shouldn't even be too difficult, but afaik label uses a bitmapfontcache which improves performance
[11:35:33] <mk1> I'm desperately waiting for this bug to be fixed as well. maybe I'll give it a shot tonight
[11:35:58] <CyrusVorazan> 'k, thanks
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[11:36:35] <noooone> a super easy solution for me would be this: glAlphaFunc(GL_GREATER, 0.1); glEnable(GL_ALPHA_TEST);
[11:37:01] <noooone> but it seems like OGL ES 2 does not offer this T_T
[11:37:54] <cackling_grandma> mk1, where's the 0,0 of sprite origin? bottom left or top left?
[11:37:58] <cackling_grandma> I mean, if I do setOrigin(0,0);
[11:38:49] <mk1> bottom left
[11:38:53] <c0ke> I'd assume bottom left as that's how everything works
[11:38:58] <c0ke> mk1 beat me :P
[11:39:01] <mk1> actually depends on your camera, but usually bottom left
[11:42:49] <cackling_grandma> I use default setting. Everything else look like it's bottom left.
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[11:46:05] <mahou> bye
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[11:57:30] <cackling_grandma> sprite setPosition(x,y) doesnt seem to care about sprite origin
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[11:58:14] <cackling_grandma> err more like vertice calculation of bottom left position use setPotion exclusively
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[12:10:33] <noooone> ha, I could solve my decal transparency sorting problems by adding 1 line to a shader :D
[12:10:51] <noooone> if (gl_FragColor.a == 0.0) { discard; } :D
[12:11:11] <noooone> since I have no semi-transparent pixels, that solves all problems
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[12:12:30] <mk1> yeah
[12:12:34] <mk1> that'd work
[12:12:53] <mk1> although you'll get jagged edges
[12:13:13] <mk1> you should take a look at distance field decals
[12:13:30] <cackling_grandma> yep you are still drawing onto background color before merging decals
[12:13:38] <mk1> in four words: it's fucking genious
[12:13:46] <cackling_grandma> so unless alpha is binary, you shouldnt bother.
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[12:15:13] <cackling_grandma> mk1, I still dont get why setPosition(newX - originX , newY - originY) work.
[12:15:22] <cackling_grandma> it work even with rotated sprites, amazingly wnough.
[12:15:38] <cackling_grandma> there's definitely something fishy.
[12:15:58] <noooone> mk1: how would I get jagged edges? I cannot see anything like that, or understand why that would happen
[12:16:46] <mk1> noooone: just get close to it, you'll see
[12:17:07] <mk1> cackling_grandma: never liked sprites
[12:17:15] <mk1> glad you found a way
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[12:18:08] <ravenlord> hi
[12:18:20] <ravenlord> not really a libgdx question, but maybe someone has an idea
[12:18:29] <ravenlord> i try to serialize with kryo
[12:18:47] <ravenlord> and i have let's say class Entity
[12:18:55] <cackling_grandma> sprites are basically texture with some vertice numbers
[12:19:00] <ravenlord> and class A extending entity, class B the same
[12:19:09] <kalle_h> hello
[12:19:14] <ravenlord> now when I serialize A and B
[12:19:19] <cackling_grandma> mk1, I use the same vertice data in the same palces anyway so there's no harm in using that.
[12:19:19] <ravenlord> it looks ok
[12:19:21] <kalle_h> https://www.dropbox.com/s/iu3amlq2v0bo4w3/FoamMask.png?dl=0
[12:19:31] <kalle_h> white = where foam texture could be used
[12:19:41] <ravenlord> but when I read it back, it calls the read() from A instead of B for B
[12:20:32] <noooone> mk1: I really don't see it... maybe because I'm billboarding?
[12:20:32] <cackling_grandma> mk1, compare and contrast http://i.imgur.com/3OPqf19.png. Notice how the soldiers in the right set get pushed to the side?
[12:21:27] <cackling_grandma> and the, whatever it's called, fluffy white and cyan blob get pushed up and to the right?
[12:22:38] <mk1> noooone: if it works for you everything is good
[12:23:17] <mk1> cackling_grandma: can't see anything there
[12:23:41] <noooone> kalle_h: at first sight I thought the white stuff IS the foam
[12:23:41] <TEttinger> dammit kalle_h I want to live there
[12:24:58] <TEttinger> ravenlord: so is it only serializing A, ever?
[12:25:11] <TEttinger> err, deserializing
[12:25:36] <ravenlord> TEttinger: it seems so. Both A and B implement KyroSerializable
[12:25:54] <ravenlord> TEttinger: the Entity doesn't as I was suspecting first that to be the problem
[12:26:33] <ravenlord> TEttinger: A and B both have read() and write() functions implemented, but for some reason the read() from A is called
[12:26:35] <ravenlord> for B
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[12:27:12] <TEttinger> and A is a class, B is a different class?
[12:27:29] <ravenlord> TEttinger: yes.. both extending the same base
[12:27:59] <titoasty> kalle_h, wow you did it
[12:28:01] <ravenlord> TEttinger: might be also because B is in an ArrayMap, for which I wrote a serializer based on the MapSerializer
[12:28:11] <kamiz> Was somebody working with Universal Tween Engine by Aurelien Ribon?
[12:28:12] <TEttinger> I really need to fall asleep soon
[12:28:34] <titoasty> kalle_h, so finally, which solution did you implement ?
[12:28:55] <noooone> kamiz: what's your problem?
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[12:29:15] <ravenlord> TEttinger: the ArrayMap serializer looks like this: http://pastebin.com/SYPzcWK2
[12:29:16] <kamiz> I have timeline on my score screen
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[12:29:40] <kamiz> and i dont know how to repeat it once every time game is over
[12:29:42] <TEttinger> ravenlord, I hope someone else can help, but for now just talk it out in the channel and see if you can realize some light bulb moment
[12:29:50] <TEttinger> night
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[12:30:00] <ravenlord> TEttinger: ok, goodnight
[12:30:38] <kamiz> I tried with two seperate tween, with callbacks witch would change game state
[12:30:51] <kamiz> but it seems, some callback triggers wont work for me
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[12:32:22] <kamiz> My scoeboard goes from y 400 to y 80, and with simple tween callback end, it fire callback after my board is again at 400(i got repeat infinity)
[12:32:30] <kalle_h> titoasty: its just the bugged stuff from yesterday
[12:32:38] <kalle_h> ssao
[12:33:12] <titoasty> so you just used depth buffer ?
[12:33:26] <kalle_h> I used last frame ssao results.
[12:33:48] <titoasty> it looks good
[12:33:56] <kalle_h> which is use depth buffer, normals, temporal smoothing and lots of stuff
[12:34:07] <kalle_h> I am not happy with this solution
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[12:36:47] <titoasty> visually ? or too much calculations ?
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[12:58:02] <kalle_h> titoasty: its almost free
[12:58:09] <kalle_h> so its just visially wrong
[12:58:12] <kalle_h> https://www.dropbox.com/s/vl5za73b28k5oyo/PerlinNoiseTexture.png?dl=0
[12:58:23] <kalle_h> there is next iteration
[12:58:36] <kalle_h> added some perlin noise to masking
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[13:00:04] <kalle_h> its also animated now
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[13:02:01] <titoasty> good, you're very near
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[13:18:48] <kalle_h> titoasty: https://www.dropbox.com/s/livurua6cydtxjr/SmootherTextures.png?dl=0
[13:19:30] <kalle_h> I think I could use this for dynamic stuff and use static terrain/water intersection mask for shores
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[13:23:25] <[[derek]]> Hey, I'm intrested in getting the position of a PolygonShape, can anyone help me?
[13:23:33] <titoasty> it's a good idea, it's seems sufficient for moving objects
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[13:26:23] <titoasty> how do you have this kind of plasticine rendering ?
[13:26:33] <tibor_> mk1: what was for lunch?
[13:26:54] <mk1> stuffed bell peppers
[13:27:30] <tibor_> it can be both good and bad
[13:27:43] <mk1> bad
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[13:28:02] <titoasty> haha
[13:28:03] <mk1> steam cooked
[13:28:26] <mk1> that's what you get if the company doesn't have its own kitchen
[13:28:34] <titoasty> schrodinger stuffed bell peppers
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[13:34:30] <kalle_h> titoasty: its physical based rendering pipeline. Artistic choise
[13:35:06] <kalle_h> titoasty: its bit like miniature look
[13:35:12] <kalle_h> or stop motion film
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[13:35:56] <kalle_h> https://www.dropbox.com/s/c6jhvl7b9nxh6dn/GeneratorTest-Screenshot-03.png?dl=0 This show new generation scheme
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[13:37:02] <titoasty> saw it on tigsource, it's impressive
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[13:39:08] <GreatBlitz> Guys I need a bit of help.
[13:39:45] <GreatBlitz> The page https://github.com/libgdx/libgdx/wiki/Universal-Tween-Engine says 'In the root of your project directory create a new directory called 'libs''.
[13:40:16] <GreatBlitz> By project do they mean my workspace, or where the gradle setup.jar extracted everything?
[13:42:19] <noooone> that last option
[13:42:29] <noooone> I advice you to go the maven way
[13:42:55] <noooone> the other way doesn't setup the sources correctly in eclipse... at least it was like that for me
[13:42:57] <GreatBlitz> but I have no clue how to set up a maven repo and stuff
[13:43:17] <noooone> you just need to download maven and execute that command
[13:43:17] <noooone> done
[13:43:29] <GreatBlitz> okay
[13:43:32] <GreatBlitz> lets try
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[13:44:39] <GreatBlitz> noooone, http://maven.apache.org/guides/getting-started/maven-in-five-minutes.html - here
[13:45:02] <noooone> no need for any of that
[13:45:08] <GreatBlitz> over there can I just read Installation or do I need to read Creating a Project and the other stuff too?
[13:45:15] <GreatBlitz> Sorry I'm a total newb to maven
[13:45:43] <noooone> I just downloaded it, extracted it, put the "bin" directory in my PATH variable, and then used it
[13:45:46] <c0ke> Err, can't you just use gradle to fetch it for you GreatBlitz?
[13:46:06] <noooone> tween engine is not mavenized
[13:46:13] <noooone> it's in no public repository
[13:46:27] <GreatBlitz> Okay
[13:46:37] <c0ke> Oh, well that sucks
[13:46:43] <noooone> I asked aurelien to do it, and even sent him the prepared files for it... but he ignored me
[13:46:51] <c0ke> GreatBlitz
[13:46:52] <c0ke> https://github.com/libgdx/libgdx/wiki/Dependency-management-with-Gradle
[13:47:05] <c0ke> Search for Universal-Tween-Engine by locally mavenizing maven
[13:47:31] <c0ke> There's two ways to do it. I'd go the jar way personally, small mod to the build.gradle and you are done
[13:47:47] <noooone> you should read the whole conversation
[13:47:56] <c0ke> oopse
[13:48:18] <GreatBlitz> So the 'method 1' doesn't work for you noooone ?
[13:48:33] <noooone> it worked, but in eclipse I did not have access to the sources after that
[13:48:41] <noooone> so no javadoc or anything
[13:48:59] <GreatBlitz> maven method gives you the javadoc?
[13:48:59] <noooone> arguments are arg0, arg1, arg2...
[13:49:08] <noooone> yep
[13:49:17] <GreatBlitz> Ahh this reminds me so much of Bukki
[13:49:20] <GreatBlitz> Bukkit*
[13:53:45] <mobaxe> guys how can i import this procejt to mine ? https://github.com/mattdesl/lwjgl-basics/wiki/LibGDX-Finger-Swipe
[13:56:44] <blomman> does anyone have a sweet set of Box2d tutorials with LibGdx. I can't seem to get the results I want. Everything is slow and nothing happens when I apply forces and such
[13:57:39] <mobaxe> blomman instead pixels, use meters
[13:57:39] <titoasty> blomman, try here : http://www.iforce2d.net/b2dtut/
[13:59:36] <blomman> mobaxe: how is this made? Do I need to adjust the viewport or something?
[13:59:51] <blomman> titoasty: thanks, I'll check them out
[14:02:50] <mobaxe> blomman for example i use this http://pastebin.com/LuDSJc25
[14:03:34] <blomman> mobaxe: oh, thanks. But what is 20 based on? Why 20?
[14:05:01] <noooone> your choice
[14:05:06] <noooone> it means 20 pixels per meter
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[14:07:27] <mobaxe> nooooone bro how can i implement this to my project https://github.com/mattdesl/lwjgl-basics/wiki/LibGDX-Finger-Swipe
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[14:09:42] <titoasty> damn, this article has a lot of success today
[14:10:02] <GreatBlitz> noooone, maven is being a pain.
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[14:10:32] <GreatBlitz> http://pastebin.com/0N7uCBL4
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[14:13:31] <[twisti]> GreatBlitz: that error message seems to be quite comprehensive
[14:13:38] <[twisti]> it tells you exactly what to do
[14:13:44] <GreatBlitz> I made the Java_home variable
[14:13:51] <[twisti]> how did you make it ?
[14:14:44] <GreatBlitz> Through the System Properties -> Environment Variables
[14:14:55] <GreatBlitz> C:\Program Files\Java\jdk1.7.0_21;
[14:15:12] <GreatBlitz> [twisti],
[14:15:27] <[twisti]> that seems about right
[14:15:34] <[twisti]> are you using maven in a console/shell window ?
[14:15:44] <GreatBlitz> yes.
[14:15:57] <[twisti]> then you need to close that and start a new one for the change to take effect
[14:16:01] <GreatBlitz> Error: JAVA_HOME not found in your environment.
[14:16:01] <GreatBlitz> Please set the JAVA_HOME variable in your environment to match the
[14:16:01] <GreatBlitz> location of your Java installation.
[14:16:01] <GreatBlitz> 'cmd' is not recognized as an internal or external command,
[14:16:01] <GreatBlitz> operable program or batch file.
[14:16:38] <[twisti]> that is a strange error - what version of windows are you using ?
[14:16:42] <GreatBlitz> 7
[14:16:56] <GreatBlitz> wait just a sec
[14:17:08] <mobaxe> hey i need someone to help me :D
[14:17:28] <[twisti]> add C:\Windows\System32 to your PATH variable
[14:17:37] <[twisti]> entries in PATH are separated by ; i believe
[14:17:41] <GreatBlitz> Error: JAVA_HOME is set to an invalid directory.
[14:17:41] <GreatBlitz> JAVA_HOME = "C:\Program Files\Java\jdk1.7.0_21;"
[14:17:41] <GreatBlitz> Please set the JAVA_HOME variable in your environment to match the
[14:17:42] <GreatBlitz> location of your Java installation.
[14:17:42] <GreatBlitz> 'cmd' is not recognized as an internal or external command,
[14:17:42] <GreatBlitz> operable program or batch file.
[14:18:18] <[twisti]> remove the ; from the JAVA_HOME path
[14:18:28] <[twisti]> ; is only used when you have more than one path entry
[14:18:33] <GreatBlitz> okay lets try
[14:19:01] <KicStart> GreatBlitz: http://stackoverflow.com/questions/15796855/java-is-not-recognized-as-an-internal-or-external-command
[14:19:15] <[twisti]> KicStart: thats not his problem
[14:19:26] <GreatBlitz> [twisti], I think its working now
[14:19:31] <[twisti]> awesome
[14:19:31] <GreatBlitz> printing a lot of stuff
[14:19:34] <GreatBlitz> ty :D
[14:19:42] <KicStart> twisti: His error message indicates otherwise.
[14:19:44] <[twisti]> yes, maven is very verbose, especially the first time you do things
[14:19:52] <[twisti]> KicStart: it does not
[14:20:03] <GreatBlitz> Waiiiiit.
[14:20:06] <[twisti]> <GreatBlitz> 'cmd' is not recognized as an internal or external command,
[14:20:06] <GreatBlitz> Twist
[14:20:09] <[twisti]> from the post: 'Java' is not recognized as an internal or external command
[14:20:16] <[twisti]> 'Java' is not the same as 'cmd'
[14:20:18] <[twisti]> yes ?
[14:20:23] <GreatBlitz> [INFO] ----------------------------------------------------------------
[14:20:24] <GreatBlitz> [INFO] BUILD SUCCESS
[14:20:24] <GreatBlitz> [INFO] ----------------------------------------------------------------
[14:20:24] <GreatBlitz> [INFO] Total time: 19.002 s
[14:20:24] <GreatBlitz> [INFO] Finished at: 2014-08-27T17:49:39+05:30
[14:20:24] <GreatBlitz> [INFO] Final Memory: 7M/112M
[14:20:28] <GreatBlitz> [INFO] ----------------------------------------------------------------
[14:20:29] <[twisti]> that means it worked
[14:20:30] <GreatBlitz> 'cmd' is not recognized as an internal or external command,
[14:20:32] <GreatBlitz> operable program or batch file.
[14:20:34] <GreatBlitz> Last 2 lines
[14:20:49] <KicStart> sure it does, his PATH variable is not set properly. He needs to follow the docs for here and http://www.java.com/en/download/help/path.xml and have basic knowledge of how to set the PATH for his OS and related commands.
[14:20:52] <[twisti]> did you do the PATH thing i said ?
[14:20:58] <GreatBlitz> nope.
[14:21:03] <[twisti]> then do that
[14:21:04] <GreatBlitz> Should I?
[14:21:07] <[twisti]> yes
[14:21:20] <GreatBlitz> Edit PATH is safe?
[14:21:22] <GreatBlitz> Editing*
[14:21:28] <[twisti]> yes
[14:21:36] <[twisti]> just make sure you dont overwrite it
[14:21:48] <[twisti]> you only want to add ;C:\Windows\System32 at the end
[14:22:21] <GreatBlitz> Yep I know :)
[14:22:31] <GreatBlitz> Never had to do so much path related stuff
[14:22:39] <[twisti]> and after that, you need to again close the shell and open a new one for it to update
[14:22:43] <GreatBlitz> the only time I did it was when I first got JDK
[14:22:59] <KicStart> GreatBlitz: yeah, it's the kind of thing you have revisit when things go wrong.
[14:23:08] <GreatBlitz> Haha
[14:23:24] <GreatBlitz> Guys it took only 1.9 secs this time..?
[14:23:28] <GreatBlitz> no cmd error btw
[14:23:34] <[twisti]> like i said, the first time always takes longer
[14:23:42] <[twisti]> since it needs to download things
[14:23:45] <GreatBlitz> ahh.
[14:23:52] <GreatBlitz> Maven vs Gradle?
[14:23:58] <[twisti]> and you havent changed code, so it doesnt need to recompile
[14:24:12] <[twisti]> if you do 'mvn clean compile', it will clean first and recompile
[14:24:28] <[twisti]> i dont know anything about gradle but people say its much slower than maven
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[14:27:54] <GreatBlitz> Ahhh finally.
[14:27:56] <GreatBlitz> I'm done.
[14:27:59] <GreatBlitz> My God.
[14:28:06] <[twisti]> yay!
[14:28:34] <GreatBlitz> thanks so much :D
[14:28:45] <[twisti]> no problem
[14:29:16] <mobaxe> twisti
[14:29:18] <KicStart> In the past 10 years its gone from ant -> maven -> gradle, I've still gotta learn/do the gradle stuff. Such evolution.
[14:29:45] <[twisti]> im only up to maven too
[14:30:04] <GreatBlitz> I used to think ant was an ide
[14:30:05] <[twisti]> its just such a huge jump from ant, id never want to go back
[14:30:12] <[twisti]> mobaxe
[14:30:14] <mobaxe> guys how can i import this https://github.com/mattdesl/lwjgl-basics/wiki/LibGDX-Finger-Swipe to my project
[14:30:22] <mobaxe> i didn't get it
[14:30:33] <[twisti]> depends on what you use to build your project
[14:31:06] <mobaxe> like what
[14:31:21] <KicStart> mobaxe: I'd start here, https://github.com/mattdesl/gdx-swiper and try to merge the directory structure into your project and then figure out how you want to add it to your build.
[14:31:24] <[twisti]> actually that doesnt seem to be a library at all
[14:31:37] <[twisti]> it seems like its just a tutorial
[14:31:53] <KicStart> The github link is at the bottom
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[14:33:54] <mobaxe> for example i have my own render method and touchdown,up,drag methods and this tutorial have its too
[14:34:16] <mobaxe> i tried to use my gamescreen and touchs
[14:34:18] <mobaxe> it didnt work
[14:34:20] <[twisti]> i think youll have to manually copy parts of the source that you need
[14:34:44] <[twisti]> dont think theres a simple 'put this line in that file and it works' solution to that
[14:35:49] <mobaxe> here is my gamescreen http://pastebin.com/h7Mh8M3H
[14:37:02] <[twisti]> yes, thats where you have to put things in
[14:38:58] <mobaxe> ok :(
[14:39:32] <KicStart> mobaxe: Try to understand the SwipeHandler class and how to use it with your code.
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[14:41:33] <nepjua> anyone tried https://github.com/alistairrutherford/libgdx-demos ?
[14:42:34] <mobaxe> kickstart okay ty
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[14:45:46] <noooone> Xoppa: what do you think about adding "if (gl_FragColor.a == 0.0) { discard; }" to the fragment shader created in CameraGroupStrategy (for Decals)?
[14:46:22] <Xoppa> why?
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[14:47:14] <noooone> it solves the problem of transparent decals "hiding" other decals, at least in case of either fully opaque or fully transparent pixels, which is probably the most common case
[14:47:29] <titoasty> noooone, it's slower than transparency on certain cards
[14:48:18] <noooone> it's slower than what?
[14:48:33] <titoasty> than displaying a fully transparent pixel
[14:48:52] <Xoppa> ok, although it probably is better to have it configurable using some alphatest variable and uniform
[14:48:53] <noooone> ah, no clue, you might be right, but the difference is that the depth buffer is not updated
[14:49:38] <noooone> Xoppa: you mean a customizable threshhold?
[14:49:40] <Xoppa> and decals need an overhaul to be compatible with the 3d api
[14:49:53] <Xoppa> yes
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[14:50:38] <Xoppa> e.g. the material attribute IntAttribute.AlphaTest does the same https://github.com/libgdx/libgdx/wiki/Material-and-environment#floatattribute
[14:50:42] <leakedbits> hi guys. Hope you can help me with this. I have this table http://oi60.tinypic.com/rat7ir.jpg with this code http://pastebin.com/4crSyvzy but I want to add some space before second and fourth rows to not being aligned to the left. Is this possible? Padding doesn't work
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[15:01:38] <mobidevelop> Padding should work
[15:01:52] <noooone> Xoppa: I see... however I'm not really capable of refactoring Decal :/
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[15:03:07] <ravenlord> hmm, it seems my problems stemmed from the id's which i've used to register the classes. Apparently too small numbers are not a good idea
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[15:03:47] <Xoppa> noooone, that's okay, just keep in mind that any changes you make to it might get overwritten when/if someone refactors them
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[15:04:24] <leakedbits> mobidevelop: with padding the space between the buttons and the labels is different http://oi61.tinypic.com/s4whs2.jpg
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[15:05:03] <leakedbits> mobidevelop: code http://pastebin.com/uPf3rvHn
[15:05:49] <mobidevelop> You want the buttons shifted or the labels shifted? Or both?
[15:06:42] <leakedbits> mobidevelop: I want the whole row shifted. The space between button and label must be the same in each row anyway
[15:08:54] <mobidevelop> Align everything left, then padLeft both the button and label cells for those you want to shift
[15:11:31] <mobidevelop> Might need to fix the width of the button column for that to work properly
[15:13:04] <leakedbits> mobidevelop: the problem with this solution is that I don't have any control over the space between button and label http://oi61.tinypic.com/35k4zs2.jpg code http://pastebin.com/0Cg6Jmn4
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[15:16:31] <leakedbits> mobidevelop: this is what I want http://oi61.tinypic.com/23s9gnl.jpg
[15:17:14] <leakedbits> but not so exaggerated xD
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[15:17:45] <mobidevelop> Then a single table isn't for you
[15:18:03] <suarez> Hey. Anyone can tell me how to install Gradle to Intellij? Just started using it instead of eclipse
[15:18:07] <leakedbits> mobidevelop: then Ill remove the table and use manual possitioning
[15:18:09] <mobidevelop> Or, use CheckBox
[15:18:11] <leakedbits> mobidevelop: will be easier
[15:20:07] <leakedbits> mobidevelop: oh! I was using imagebuttons. Stupid of me. Thanks
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[15:21:55] <Phibedy> hi, it says that the pixmap is already disposed but I have no idea what goes wrong. The stacktrace only shows libgdx's code http://pastebin.com/UnbzfYHn
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[15:25:23] <ravenlord> suarez:
[15:25:37] <ravenlord> suarez: it already has it
[15:25:53] <suarez> oh okey! Thanks
[15:25:57] <ravenlord> suarez: and can detect gradle.build files automatically when for example checking out a project
[15:28:10] <suarez> ravenlord , can I point to my old sdk that I used in eclipse?
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[15:29:04] <ravenlord> suarez: I have not tried that... but probably yes.
[15:29:14] <leakedbits> mobidevelop: is it possible to add an small pad to the label of a checkbox?
[15:29:33] <ravenlord> suarez: what I did when i switched to intelliej is that I've simply checked out my project from it.. and it was all painless
[15:29:54] <ravenlord> *intellij*
[15:29:59] <suarez> checked out ?
[15:30:20] <ravenlord> suarez: yes, i use bitbucket to store my private repositories
[15:30:36] <ravenlord> suarez: it's a great place to store backups in case a hdd fails :)
[15:30:40] <suarez> ah , like github?
[15:30:42] <ravenlord> yes
[15:30:54] <ravenlord> i couldn't live without version control anymore
[15:31:12] <suarez> Well I got my project at github, so I need to add Github to my IDEA like I did on Eclipse?
[15:31:19] <ravenlord> yupp
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[15:31:57] <ravenlord> from there it's pretty automated, as gradle takes care of everything
[15:32:26] <suarez> Wow, is Github installed from start aswell?
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[15:35:20] <kalle_h> titoasty: https://www.dropbox.com/s/5t5xgjau9bzb03x/ProceduralFoam.png?dl=0
[15:35:25] <kalle_h> I leave that for today
[15:35:34] <mobidevelop> leakedbits: probably, I think CheckBox has a getLebelCell doesn't it?
[15:36:03] <dreamerrr> is there a way to return more than one intersection with Intersector.intersectSegments?
[15:36:16] <titoasty> kalle_h, yay good ! I find it a bit too opaque around dynamic objects
[15:37:36] <kalle_h> titoasty: its look quite bad if its more transparent
[15:38:05] <titoasty> if it's animated it might be very good
[15:38:06] <kalle_h> with translucent water it would look bit better I guess
[15:38:11] <kalle_h> its animated
[15:39:00] <kalle_h> After I finished the static mask for shores then I can tune this down
[15:39:02] <leakedbits> mobidevelop: yep, I've solved it with checkbox.getImageCell().padRight(10);
[15:39:07] <leakedbits> mobidevelop: thank you ;)
[15:39:45] <titoasty> kalle_h, when will there be a playable alpha ? I want to see it in action :)
[15:40:13] <kalle_h> titoasty: there are only closed alpha. You need to apply for it
[15:40:26] <kalle_h> but I guess its not too long for first early access
[15:40:32] <kalle_h> but can't say for sure
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[15:43:32] <titoasty> kalle_h, ok, I'll wait for my new computer before then
[15:48:30] <nepjua> hi, how can i render box2ddebugrenderer with stage.draw. I'm using the same camera, should i use a different camera for box2d and sync that camera
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[15:49:28] <nepjua> stage.draw draws to where i want but i don't see any debugrender, renderer.render(world, getCamera().combined)
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[15:50:57] <noooone> the debug renderer uses a shaperenderer
[15:51:17] <noooone> stage a spritebatch
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[15:52:10] <nepjua> when i comment stage.draw and leave only debugrenderer screen is empty.
[15:52:40] <noooone> which camera does getCamera() return?
[15:52:57] <nepjua> i extended Stage so it's the camera stage returns
[15:53:20] <mobidevelop> Why did you extend stage?
[15:53:38] <nepjua> i have a GameStage extends Stage, then in draw method, i cal super.draw and renderer.render... renderer is the box2ddebugrenderer
[15:53:53] <mobidevelop> Ew
[15:54:41] <nepjua> mobidevelop: i saw an example game doing so, i liked his approaches in general :) it seemed like a good idea :)
[15:54:50] <nepjua> i can change it if it would be a problem
[15:54:50] <mobidevelop> It isn't
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[15:55:28] <nepjua> mobidevelop: Ok, i'll leave original stage as it is and use it from outside
[15:55:42] <mobidevelop> Where is this tutorial so we can go shame the author?
[15:55:57] <nepjua> https://github.com/wmora/cityescape
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[15:58:13] <noooone> I've sent a takedown request to github and asked to ban this user
[15:59:10] <c0ke> Which use noooone?
[15:59:20] <noooone> wmora
[15:59:42] <c0ke> How come?
[15:59:47] <nepjua> noooone: go easy on him :)
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[16:00:30] <c0ke> Oh I see
[16:00:34] <c0ke> God I'm slow today ._.
[16:00:42] * c0ke crawls back into his cave
[16:00:47] <noooone> we have to be very strict here, bad tutorials cause this channel lots of trouble
[16:01:25] <nepjua> noooone: ok :)
[16:01:58] <nepjua> noooone: so any idea how to sync world coordinates with the stage coordinates so that two drawings match :)
[16:02:11] <nepjua> stage drawings*
[16:02:24] <noooone> do you use any pixel to meter ratio?
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[16:03:16] <noooone> and it might help if you would post some more complete code snippet of what you are doing
[16:03:28] <nepjua> well, 24f, 32f -> 480px*640px
[16:03:45] <nepjua> 20 to 1
[16:04:13] <noooone> in this case you cannot use the same camera
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[16:05:40] <noooone> try somthing like new OrthographicCamera(stage.getCamera().viewportWidth / 20f, stage.getCamera().viewportHeight / 20f)
[16:05:57] <nepjua> sorry, i cant show you any snippets because i'm still building the main structure to make scene2d and box2d play together and it's incomplete
[16:06:00] <noooone> and then keep the camera synced with the one of the stage
[16:06:05] <abs25> is there a way to clear txt file before writing into it with FileHandle?
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[16:06:46] <nepjua> so this camera is box2d's camera right ?
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[16:07:13] <noooone> abs25: set append to false when writing?
[16:07:26] <noooone> nepjua: it is the camera for the debug renderer
[16:08:43] <nepjua> noooone: ok thanks, i'll refactor to use stage from outside, then try your solution
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[16:12:06] <abs25> noooone, then it overwrites file each time I writeString into it ...
[16:12:38] <noooone> abs25: I thought you wanted to clear it
[16:13:00] <abs25> not each string I am writing
[16:13:15] <abs25> and also, how do i skip into next line?
[16:14:00] <abs25> I think I should find a proper way to write my save files :S
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[16:17:09] <abs25> how should I save my save files? what is the best way to do this in libgdx? JSON ?
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[16:17:50] <noooone> you save files as.... files
[16:18:19] <abs25> save levels?
[16:18:27] <abs25> or settings
[16:18:40] <noooone> settings probably as preferences
[16:18:50] <abs25> levels?
[16:18:56] <noooone> levels is too vague
[16:19:11] <noooone> JSON might make sense here
[16:19:17] <noooone> but maybe not
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[16:20:06] <JackStiffie> Hello, would someone be able to explain to me how a ModelMesh describes the layout of its vertex data? i cant seem to figure it out, nor find any documentation on it
[16:20:15] <TopShotta> hello!
[16:20:18] <JackStiffie> HI!
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[16:21:17] <TopShotta> This is error is just killing me: waiting for pause synchronization took too long; assuming deadlock and killing
[16:21:54] <dreamerrr> is there a way to return more than one intersection with Intersector.intersectSegments?
[16:22:56] <dreamerrr> So i can see all intersections between a polygon and a line
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[16:27:21] <dslll> Guys i still get the blue superdev button with "gradlew html:dist", Do i need to use other gradle command for production build?
[16:27:53] <TopShotta> noone's here to answer I guess
[16:28:14] <ParkourGrip> JackStiffie: I dont know.
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[16:30:12] <TopShotta> why do I always get a deadlock assumed kill after a few times of launching activities and going back to the game? looks like onPause is not getting called properly
[16:30:38] <TopShotta> driving me nuts
[16:30:52] <TopShotta> yarrrrr
[16:31:44] <dslll> memory problem? Maybe some resources not disposed properly from last session
[16:32:22] <mobidevelop> dslll: you have to manually remove the superdev button from index.html
[16:32:23] <TopShotta> it's the same session, basically I'm launching some activities (leaderboards, achievements windows from play services)
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[16:33:15] <TopShotta> looks like it gets stuck in AndroidApplication.onPause
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[16:33:42] <TopShotta> but only like 20-30% of the time
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[16:34:31] <dslll> @mobidevelop, Do you mean i should edit the index.html after compilation or I could do it in IDE?
[16:35:22] <mobidevelop> Do it after compilation if you use the button during dev
[16:35:46] <dslll> @TopShotta did u try to debug? I took the BaseGameUtils stuffs as a whole and it worked for me,.. and i never looked back
[16:35:59] <dslll> Ok thanks mobi!
[16:36:28] <TopShotta> trying to debug for a few days now... I'm using the new play services though, basegameutils is deprecated
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[16:37:14] <TopShotta> the thing is that it's so inconsistent, once I think I fixed it, then it starts happening again
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[16:38:37] <dslll> oh yeah, the worst bug is the bug u cant reproduce
[16:39:16] <dreamerrr> or ebola
[16:39:43] <TopShotta> about the same level I guess
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[16:45:38] <Simoon> \O hello!
[16:45:52] <mobaxe> hello
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[16:46:24] <Simoon> Anyone here knows a common mistake why this might have happend: Asset not loaded: models/skybox.g3db
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[16:46:59] <Simoon> Some models does that, others dont
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[16:54:14] <gentlemandroid> Gonna take a wild guess and say the asset was not loaded
[16:54:46] <Simoon> well why? I change the g3db to an assets xoppa provided and it works
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[16:55:16] <gentlemandroid> So that particular asset never loads?
[16:55:32] <Simoon> yes correct
[16:55:39] <gentlemandroid> fbx-conv ran correctly?
[16:55:41] <Simoon> but i dont get any debug message
[16:56:17] <Simoon> http://pastebin.com/F3tNkJie
[16:56:37] <dslll> mobidevelop: Hi, I deleted the the whole class tag for superdev button in the index.html. Now the button is gone but the game doesnt take any input. What did i do wrong? :o
[16:57:16] <mobidevelop> O.o
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[16:57:42] <mobidevelop> Pastebin the index.html
[16:57:49] <Simoon> gentlemandroid: What now RrSs mode is
[16:58:05] <gentlemandroid> No idea
[16:58:22] <gentlemandroid> But an incorrect transform would just affect the rendering, not the loading I'd think
[16:58:40] <dslll> here it is: http://pastebin.com/VbtL9aCP
[16:59:05] <gentlemandroid> There's an ascii type for g3d right?
[16:59:07] <gentlemandroid> I forget
[16:59:41] <mobidevelop> dslll: delete <a class="superdev" href="javascript:%7B%20window.__gwt_bookmarklet_params%20%3D%20%7B'server_url'%3A'http%3A%2F%2Flocalhost%3A9876%2F'%7D%3B%20var%20s%20%3D%20document.createElement('script')%3B%20s.src%20%3D%20'http%3A%2F%2Flocalhost%3A9876%2Fdev_mode_on.js'%3B%20void(document.getElementsByTagName('head')%5B0%5D.appendChild(s))%3B%7D">SuperDev Refresh</a>
[16:59:55] <dslll> I did
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[17:00:09] <dslll> The button is gone, but it no longer takes any input
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[17:00:15] <mobidevelop> That should have absolutely no impact on input
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[17:00:37] <gentlemandroid> Simoon, Try g3dt that way you can at least have a look at the output file and see if anything is mad cray
[17:00:44] <dslll> yeah that is really weird. I will try again
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[17:02:59] <Simoon> gentlemandroid: Im gonna try that!
[17:03:14] <gentlemandroid> Sorry g3dj
[17:03:16] <Simoon> you mena j
[17:03:20] <Simoon> haha yeah :D
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[17:03:37] <Xoppa> the inner exception should tell you the reason
[17:05:08] <Simoon> gentlemandroid: Hahaha well theere is pretty much just text, you know wha tto look for
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[17:06:24] <nepjua> i have a cameraX(24, 32) and stage's cameraY(480, 640). World's (0,0) coordinate will be on cameraX(12, 16) how should i use these cameras to translate (0,0) to (240, 320)
[17:06:37] * gentlemandroid shrugs with a waifish smirk
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[17:07:33] <gentlemandroid> What Xoppa says, what else is there to the exception?
[17:07:41] <nepjua> or world(-12, -16) to cameraScreen(0, 0)
[17:09:16] <Simoon> gentlemandroid: Here is the file if anybody care reading, cant find anything supicious :( http://pastebin.com/mHguLGbJ
[17:14:15] <TopShott1> okay, looks like my issues could be related to the way I did non continuous rendering
[17:14:34] <TopShott1> so far no deadlock kills with normal continuous rendering
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[17:17:55] <dslll> hmm mobi it is really weird, the game doesnt get the focus and it only worked if it had the superdev,button and only after i pressed the button the game starts to take input. I tried pressing the screen like mad but it just wont work otherwise
[17:18:05] <mobaxe> gentlemandroid bro i want to ask you something
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[17:18:09] <nepjua> public static float PIXELS_TO_METERS = 1 / 20;
[17:18:09] <mobaxe> i tried a lot of things to do this,im really upset.it doesnt have to be that hard. I must use this finger swipe project.how can i implement to my game screen ? http://pastebin.com/YQMa80G6 https://github.com/mattdesl/gdx-swiper
[17:18:10] <nepjua> public static float METERS_TO_PIXELS = 20;
[17:18:10] <nepjua> was producing both of them to be 0.00
[17:18:10] <nepjua> i changed 1/20 to 0.05, now it works
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[17:18:21] <cobolfoo> make sense, since 1/20 will give you 0
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[17:18:39] <cobolfoo> you have to use 1.0f / 20 :)
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[17:18:57] <TopShott1> haha, the usual trolled by the f error
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[17:22:02] <nepjua> it was hard to found :) i had to debug entire game
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[17:23:09] <cobolfoo> In JAVA, you have to be cautious about float division, I had this problem a lot too.
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[17:26:22] <kalle_h> cobolfoo: you have to be always carefull with those
[17:26:24] <kalle_h> not just with java
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[17:32:59] <gentlemandroid> I usually wear gloves
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[18:14:03] <mr_smith> Anyone willing to test and comment? https://play.google.com/store/apps/details?id=org.tiborsmith.wormkout.android.demo
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[18:23:00] <Simoon> Is http://libgdx.badlogicgames.com/fbx-conv/ the latest one? because its from 04 augusti...
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[18:23:37] <Xoppa> yes
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[18:25:48] <mobaxe> mr_simith
[18:26:07] <mobaxe> mr_smith
[18:26:59] <tibor_> mobaxe: yep?
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[18:28:55] <mr_smith> I shouldn't run irc both on tablet and computer
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[18:29:58] <mr_smith> mobaxe: did you had thought or was it directed on my irc crashes?
[18:30:18] <mobaxe> :D
[18:30:27] <mobaxe> i was trying your demo
[18:30:32] <mobaxe> awesome :D
[18:31:38] <mr_smith> Awesome means tutorial level I've added was able to clearly explain controlling?
[18:32:15] <mr_smith> in morning I had a problem with that, people are not willing to read help instructions
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[18:33:49] <mobaxe> actually i liked everything, controls,musics especially speaking girl :)
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[18:34:52] <mr_smith> I don't know if its a good news or a bad new, do you looking on it as player or like a dev?
[18:35:29] <mr_smith> mobaxe: what device btw.? Should start listing which do work properly
[18:35:49] <mobaxe> nexus 5
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[18:36:15] <mobaxe> both :)
[18:36:26] <mobaxe> good job bro :)
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[18:36:59] <mr_smith> well so far, one noticed it and it isn't finished yet
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[18:37:13] <mr_smith> noone*
[18:38:00] <mobaxe> im really excited to see official release
[18:40:10] <mr_smith> anything specific that would you improved?
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[18:42:31] <mobaxe> idk im not good at this
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[18:43:54] <mr_smith> I need to fix together or find out some testing group
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[19:07:46] <syntestrst> sorry I can't testing I have a HTC desire but i see a video good job :=)
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[19:09:42] <mr_smith> syntestrst: video have horroble quality, couldn't get good enough bit rate in high resolution
[19:10:11] <syntestrst> yes but mechanics game is good
[19:10:41] <syntestrst> sorry I not speak english very well
[19:10:53] <mr_smith> no prpblem
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[19:21:33] <kalle_h> titoasty: tested shoreline texture qickly and its looked just like i wanted.
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[19:30:14] <kalle_h> https://www.youtube.com/watch?v=cfMzK7QwfrU
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[19:30:33] <kalle_h> Why on earth they give full automatic weapons to 9yeard old girls
[19:30:48] <kalle_h> not hard to guess in which country
[19:34:34] <Lecherito> I just saw that video kalle_h
[19:34:36] <Lecherito> just murica
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[19:35:28] <tibor_> hilarious
[19:35:49] <[[derek]]> <3 libgdx
[19:36:23] <kalle_h> sheriff commented that no charges are pressed because they did have all needed licenses
[19:37:33] <tibor_> [[derek]]: heart or butt?
[19:37:43] <[[derek]]> ice cream cone
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[19:41:20] <Lecherito> ice cream cone >> all
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[20:00:08] <InspiredNotion> Hello
[20:01:36] *** HunterD has joined #libgdx
[20:01:54] <InspiredNotion> Guys goit a slight issue with one of the intergration tutorials, AirPush..
[20:01:59] <InspiredNotion> *got
[20:02:33] <InspiredNotion> not recognising this : if(ma==null) ma = new Prm(this, adCallbackListener, false);
[20:02:50] <InspiredNotion> Prm.. there is no reference to what this is?
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[20:05:30] <OverCoder> hello :)
[20:06:39] <Khazrak> InspiredNotion: try replacing Prm with MA
[20:06:51] <InspiredNotion> ok will do
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[20:07:31] <Khazrak> OverCoder: hello
[20:07:46] <OverCoder> =)
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[20:09:04] <OverCoder> http://libgdx.badlogicgames.com/gallery.html
[20:09:06] <OverCoder> woah!
[20:09:07] <OverCoder> nice
[20:09:25] <McDax> One question: I want to use one bitmapfont in the whole stage and scale this differently on different positions. The problem is that I can use the scale-method only in the show. So that the last value for scaling in the show is used in the render on every position. Is there any possibility to realize my plan?
[20:09:36] <InspiredNotion> MA doesn't like the arguements..
[20:09:53] <OverCoder> can i post a game to the gallery if i made a really nice one?
[20:10:05] <InspiredNotion> haven't got the time or energy to sort it right now.. will roll back to admob
[20:10:10] <mutilator> you can post it even if it isnt OverCoder!
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[20:10:28] <OverCoder> cool!
[20:10:45] <OverCoder> nice to meet libgdx and you guys :)
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[20:11:00] <OverCoder> I'm just a beginner in both java and libgdx :)
[20:11:51] <Khazrak> Welcome ^^
[20:12:13] <Plankt> You always start somewhere :)
[20:15:41] <tibor_> OverCoder: you should start with this https://www.youtube.com/watch?v=cfMzK7QwfrU
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[20:16:21] <OverCoder> tibor_: why not the manual on github?
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[20:16:57] <OverCoder> oh i just saw it lol
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[20:22:27] <McDax> One question: I want to use one bitmapfont in the whole stage and scale this differently on different positions. The problem is that I can use the scale-method only in the show. So that the last value for scaling in the show is used in the render on every position. Is there any possibility to realize my plan?
[20:23:27] <harha_> Guys I can't for some reason figure out now why I can't get alpha blending working with GL_POINTS in opengl.. ._.
[20:23:35] <harha_> https://www.dropbox.com/s/dit4s8gihbjuxyn/test.png <-- See, points just get lost behind eachther, I'd like to have fuzzy points as you can see there but the bright center gets blocked by the surrounding points..
[20:23:44] <harha_> http://hastebin.com/ofijuveyap.avrasm
[20:23:52] <harha_> There's my initGL() method, help appreciated. :P
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[20:26:09] <HunterD> harha_: are you using OpenGL 1?
[20:26:37] <harha_> I'm using functions from GL11 & GL20
[20:26:58] <kalle_h> harha_: do you have depth writes on?
[20:27:04] <harha_> I guess I'm using lots of deprecated stuff, right? :S
[20:27:13] <harha_> depth writes?
[20:27:14] <harha_> D:
[20:27:15] <kalle_h> when you have depth writes on and blending enabled
[20:27:43] <kalle_h> then order is relevant for what pixels do get render
[20:27:46] <kalle_h> ed
[20:27:53] <harha_> sec..
[20:28:02] <Salatkopf> @McDax, Interesting question.
[20:28:20] <kalle_h> harha_: just try to disable depht testing
[20:28:35] <harha_> Kalle_h I haven't set "glDepthMask" to anything.
[20:28:40] <harha_> kalle_h mkay
[20:29:57] <kalle_h> Initially, depth buffer writing is enabled.
[20:30:49] <kalle_h> for correct blending you need to render sorted from back to front
[20:31:09] <kalle_h> usually you disable depth writes(or do alpha test)
[20:31:46] <harha_> kalle_h colors seem to blend when depth testing is disabled. hmmh, thanks I guess. I had set glDepthFunc to GL_EQUAL when it was on and doesn't that do just that, stuff sorted from -z to +z?
[20:32:16] <kalle_h> harha_: just forget that fixed function pipeline ever existed and learn to do things in proper way
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[20:32:37] <HunterD> kalle_h: do you know a fast method to do color mapping? I need to map from linear [0, 6] (encoded as RGBM) to monitor space [0, 1] . will gamma correction also be needed after color mapping?
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[20:32:47] <harha_> Okhay. :D I guess I should just read some modern opengl guides...
[20:32:52] <harha_> Thanks.
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[20:33:21] <Phibedy> hi, I finnaly found a git client that does the job without knowing anything about git :D
[20:33:49] <HunterD> Phibedy: sounds good, which client? :D
[20:33:53] <Phibedy> http://www.sourcetreeapp.com/
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[20:34:09] <Phibedy> I am using the client and bitbucket to backup my projects now :)
[20:34:10] <HunterD> had it installed :D
[20:34:13] <HunterD> really good
[20:34:23] <Phibedy> yep :D
[20:34:28] <kalle_h> HunterD: just use some math at shader
[20:34:32] <HunterD> used it with unity project, worked well
[20:34:52] <kalle_h> HunterD: why you need to use rgbm ayway?
[20:35:50] <kalle_h> I use r11g11b10 mini float format mostly for hdr
[20:36:30] <HunterD> kalle_h: I'll be back in 5 min
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[20:36:58] <Phibedy> Does someone have an idea what could cause this error (pixmap already disposed)? the full stacktrace http://pastebin.com/UnbzfYHn
[20:38:18] <kalle_h> Phibedy: wild guess?
[20:38:37] <kalle_h> pixmap is already disposed
[20:38:47] <Phibedy> Haha :D
[20:38:52] <Lecherito> that guess is too wild
[20:39:12] <Phibedy> But as no line of my code is called I am somehow lost^^
[20:39:49] <kalle_h> Wild guess appeared.
[20:39:52] <kalle_h> It was too wild
[20:40:08] <kalle_h> Phibedy: debug it
[20:40:14] <kalle_h> put break point to pixmap dispose
[20:40:17] <kalle_h> log it
[20:40:21] <kalle_h> do what coders do
[20:40:35] <Lecherito> eat pizza too if you want to be a coder
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[20:40:53] <kalle_h> don't forget coke
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[20:43:27] <Phibedy> I am never calling pixmap dispose as I dont care about memory yet :D But maybe libgdx is doing something wrong xD
[20:43:37] <kalle_h> its you
[20:43:42] <Phibedy> no :(
[20:44:02] <kalle_h> you are using some class that will call it
[20:44:25] <Phibedy> the error is quite weird as it only appears on some phones after taking a picture.
[20:44:53] <HunterD> I use the hdr in a personal project to learn more about rendering on mobile systems. I want to have results close to https://play.google.com/store/apps/details?id=jp.co.siliconstudio.YEBISDemo&hl=ro
[20:45:47] <kalle_h> basically you just inverse the operation
[20:47:09] <kalle_h> or you can try some tone mapping operation
[20:48:03] <kalle_h> reinhart = x / (1 + x)
[20:48:07] <kalle_h> is simplest
[20:48:10] <kalle_h> will look ugly
[20:48:15] <kalle_h> but always start with that
[20:48:32] <HunterD> kalle_h: yes, tone mapping, this is what I need
[20:48:50] <kalle_h> http://imdoingitwrong.wordpress.com/2010/08/19/why-reinhard-desaturates-my-blacks-3/
[20:49:04] <kalle_h> http://filmicgames.com/archives/75
[20:49:13] <HunterD> thanks bro :) faster than google
[20:49:39] <kalle_h> I personally use filmic tonemapping
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[20:50:03] <kalle_h> tonemappers or color spaces are not really my strength
[20:50:56] <HunterD> also, how can I achieve the light glow lines from the yebis enine screenshots?
[20:51:22] <HunterD> https://lh4.ggpht.com/hO_l9JLNh9Y0ValE-imlPDMN7dYYqMo538yFckmtZ_vOOmak-KfRupD1i9Wbi01oUfLf=h900
[20:51:40] <kalle_h> start with bloom
[20:52:03] <kalle_h> then rotate x and y passes by 45degree
[20:52:21] <kalle_h> then tighten the gaussian pass so most of the energy is at center
[20:52:40] <HunterD> rotation is made with the texture coordinates?
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[20:53:04] <kalle_h> usually you have two passes. horizontal and vertical
[20:53:10] <HunterD> yes
[20:53:20] <kalle_h> but now instead you have diagonal passes
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[20:54:09] <HunterD> but how to rotate the pass?
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[20:54:28] <kalle_h> just make kernel with vec2(1, 1) and vec2(1, -2) directions
[20:54:29] <HunterD> from convolution matrix?
[20:55:13] <kalle_h> https://code.google.com/p/bloom-lib/source/browse/trunk/BloomLib/src/bloom/bloomshaders/blurspace.vertex.glsl
[20:55:38] <kalle_h> normal gaussian blur set uniform vec2 dir; to 0,1 and 1, 0
[20:55:39] <HunterD> get Server not found
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[20:55:59] <kalle_h> http://pastebin.com/Y8MNSihv
[20:56:14] <kalle_h> but now you set dir to vec2(1, 1) and vec2(1, -1)
[20:56:15] <HunterD> I currently use your shader for bloom
[20:56:31] <kalle_h> understood?
[20:56:34] <HunterD> oh :D
[20:56:52] <HunterD> did not noticed that. it will work
[20:56:55] <HunterD> cool shader
[20:57:06] <kalle_h> http://pastebin.com/RWEEPDtW
[20:57:14] <Lecherito> any library for easy async webservice calls?
[20:57:29] <kalle_h> and then just crank that center weight up and renormalize
[20:58:04] <pmartino> i cant seem to get box2dlights to show up on the ball or anywhere
[20:58:18] <kalle_h> you also need DOF for that look
[20:58:19] <pmartino> seems to randomly light stuff up in the game
[20:58:28] <pmartino> http://pastebin.com/1nSPhRa9
[20:58:36] <kalle_h> and planar reflections
[20:58:47] <kalle_h> and lens flares
[20:59:10] <kalle_h> and some screenspace reflection/refraction for those rings/diamdons
[20:59:35] <kalle_h> and you need some brdf that can do tight speculars
[20:59:52] <kalle_h> physical based shading is good start
[21:00:17] <OverCoder> wow, libGDX is really awesome, actually i didn't expect that..
[21:00:25] <HunterD> just started reading about a month ago, is a lot of material to cover
[21:00:37] <OverCoder> pretty easy, the documentation is like omg
[21:00:48] <HunterD> from real time rendering
[21:01:41] <HunterD> *the book
[21:01:43] <HunterD> do you know good sources for physical based shading? books / links?
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[21:03:16] <kalle_h> http://blog.selfshadow.com/publications/s2013-shading-course/
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[21:03:34] <kalle_h> HunterD: what kind of scene you have now?
[21:04:10] <Thoast> whatup
[21:10:46] <HunterD> I am working on glass, without refraction, got stuck with dielectric response... http://imgur.com/WN1indc
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[21:16:58] <McDax> One question: I want to use one bitmapfont in the whole stage and scale this differently on different positions. The problem is that I can use the scale-method only in the show. So that the last value for scaling in the show is used in the render on every position. Is there any possibility to realize my plan?
[21:19:36] <kalle_h> HunterD: tell what is the problem so I can help you
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[21:20:36] <kalle_h> HunterD: how that is shaded? Specular highlight seems to be too wide at upper
[21:21:11] <harha_> Thanks btw, kalle_h, I got some nice looking results after disabling depth testing. :P https://www.dropbox.com/s/koxmq3we8fjumn8/particlesim2.png?dl=0
[21:23:31] <HunterD> kalle_h: that one had blom activated with bad parameters. here without glow: http://imgur.com/C8cVky6
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[21:27:04] <HunterD> kalle_h: for shading the glass I use blender's fresnel dielectric node: http://pastebin.com/3NMutFi4
[21:27:41] <HunterD> from RGBM cubemap I read the value which decoded is in [0 , 6] range.
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[21:28:12] <[twisti]> kalle that slideshow with the simulated planet was awesome
[21:28:53] <kalle_h> [twisti]: animated slideshow shows strenghts of procedural generation very well
[21:28:59] <HunterD> using surface normal and incoming ray from camera (eye to vertex vector) I get the fresnel value
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[21:29:17] <kalle_h> HunterD: you could try localized cubemap
[21:29:31] <kalle_h> to get more accurate reflection
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[21:29:39] <[twisti]> i loved the volumetric changes on the rocks
[21:29:45] <Khazrak> kalle_h: swedish?
[21:29:52] <HunterD> kalle_h: how is localized cubemap?
[21:29:55] <[twisti]> looked like someone was blowing up a blowup toy
[21:30:03] <HunterD> sounds interesting
[21:30:14] <kalle_h> https://www.youtube.com/watch?v=Bvar6X0dUGs
[21:30:15] <HunterD> *yes the planet slides were awesome :D
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[21:30:29] <kalle_h> http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
[21:30:35] <kalle_h> Khazrak: fin
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[21:32:31] <kalle_h> HunterD: you could also try some antialiasing. FXAA maybe
[21:34:38] <HunterD> looks really good, I will have a look. is it costly on mobile platforms?
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[21:48:09] <HunterD> here is good link with openGL documentation put together: http://docs.gl/ just found it on the webz
[21:50:51] <NicksCode> How do you properly dispose fonts?
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[21:52:48] <kalle_h> HunterD: infinite blade 3 use fxaa with top notch devices
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[21:56:12] <Lecherito> Can I load an Image to an Image class by url? I know how to download the contents but i'm not sure if i hsould put it into a file and then load that file, or load in memory or whatever
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[22:01:45] <Lecherito> Ok, i saw making a pixmap from the bytes of the response :p
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[22:06:21] <kalle_h> http://psgraphics.blogspot.fi/2014/08/rgb-luminance-revisited.html
[22:06:27] <kalle_h> good reading and some nice pics
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[22:07:29] <HunterD> kalle_h: this will be a long night . I have 3 articles on list
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[22:10:43] <Fainosag> I've just bought a laptop : quad core inter processor 2.42 ghz, 4gb ram, video card intel hd graphics integrated. is good for programming with android studio and gradle in libgdx ?
[22:11:42] <HunterD> Fainosag: if you wont program for tegra K1 devices I think it is good enough :D
[22:11:54] <Fainosag> what is tegra k1 devices?
[22:11:58] <Ashiren> its sufficient
[22:12:23] <Fainosag> i know that when I export for GWT many ram is consumed
[22:12:24] <Ashiren> newest mobile procesor
[22:12:39] <Ashiren> well 8gb ram would be better
[22:12:39] <Fainosag> anyone here tried hackintosh ?
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[22:12:46] <Ashiren> x_x
[22:13:24] <HunterD> Fainosag: I have mac in virtual machine. only 4 GB ram and crappy hdd. runs like crap
[22:14:01] <Fainosag> But can you run robovm ?
[22:15:00] <HunterD> I cannot send to device from eclipse. I installed robovm plugin and took .. forever... to compile the simple 'render a 3d cube' test with libgdx
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[22:15:58] <HunterD> I am not registered as a developer, but there are some ways to make it run. from xCode I can send to device with JailCoder and jail broken iphone
[22:16:17] <HunterD> *forever in my case was about 20 minutes in the first run, pretty old pc
[22:18:24] <kalle_h> https://media.riemurasia.net/albumit/mmedia/gk/eq4/hsys/170564/1472351505.gif
[22:18:33] <kalle_h> physics
[22:18:47] <HunterD> still holds :))
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[22:22:53] <HunterD> here something for good night: https://www.youtube.com/watch?v=ritaljhhk7s
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[22:26:09] <kalle_h> HunterD: looks just like demo scene coders bad nightmare in acid
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[22:28:15] <HunterD> Inigo Quilez on lsd
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[22:33:31] <kalle_h> HunterD: did you get that glare shader to work?
[22:34:11] <HunterD> got absorbed by http://blog.selfshadow.com/publications/s2013-shading-course/
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[22:39:02] <nepjua> originX and originY on scene2d Actor doesnt seem to work, i'm logging the origin and it seems like (-20, -20) still rendering to (0,0)
[22:39:09] <nepjua> batch.draw(texture, getX(), getY(), getOriginX(), getOriginY(), getWidth(), getHeight(),
[22:39:09] <nepjua> getScaleX(), getScaleY(), getRotation());
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[22:41:54] <nepjua> actually it always renders on same place everytime (-20,-20), (20, 20), (0, 0)
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[23:17:16] <McDax> Any option to scale an ImageButton?
[23:18:52] <Xoppa> setScale? http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/ui/ImageButton.html
[23:19:01] <HunterD> McDax: I see ImageButton inherits from com.badlogic.gdx.scenes.scene2d.Actor, there are scaling functions there, try those, might work
[23:19:08] <[twisti]> nepjua: origin is for rotation
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[23:19:32] <nepjua> [twisti]: aww, then i need to manage the origin i meant :)
[23:20:17] <nepjua> [twisti]: actually offset would be a better fit for what i want to do
[23:20:18] <suarez> For intellij should I download the standalone version of Android SDK?
[23:20:26] <McDax> I tried this to do this that way but the image doesn't scale, only the cell :\
[23:20:48] <McDax> I tried to do this but the image doesn't scale, only the cell :\
[23:21:05] <HunterD> suarez: if you already have the sdk from ADT for example you can point to the folder from idea and it should work
[23:21:41] <[twisti]> nepjua: you and everyone else, its a common misconception
[23:21:52] <suarez> HunterD ye but I got loads of sdk´s I belive , since when I point at the android-sdks it tells me it´s not a specefied location
[23:22:04] <nepjua> [twisti]: one more question, does both getRotation() in actor and body.getAngle() in radian ? or i need to convert it
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[23:22:36] <HunterD> suarez: can you paste the exact error?
[23:22:38] <[twisti]> no idea
[23:23:04] <suarez> "Cannot save Settings" "Specify Java Sdk"
[23:23:08] <nepjua> [twisti]: thanks, i'll try to check it
[23:23:25] <Xoppa> angles are (should) always in degrees unless specified otherwise (or very obvious)
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[23:23:34] <HunterD> suarez: set the java sdk first
[23:24:35] <HunterD> suarez: point to C:\Program Files (x86)\Java\jdk1.8.0_05 for example
[23:25:00] <suarez> oh so it´s the JDK I should point to at first?
[23:25:36] <suarez> Good it worked! Thanks HunterD
[23:25:43] <HunterD> yes, for some reason idea cannot understand the android sdk without using magic from java
[23:25:48] <HunterD> glad I could help
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[23:42:06] <tibor_> nepjua: it was you who said one or two days ago, you have a guy who is able to help with promoting?
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[23:44:10] <nepjua> tibor_: Yes, but he just wrote everywhere he saw :) i asked him which forums he wrote on i couldn't get response from him yet.
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[23:46:12] <tibor_> nepjua: that seeems too aggressive and could backfire
[23:47:53] <gemurdock> tibor_ & nepjua: Ok, i am so bored.... whats the gossip??? haha
[23:48:05] <nepjua> tibor_: Yes, we don't plan on continuing game development anyway :) We just need some funding from it so that we can quit our jobs and focus on our applications :)
[23:48:35] <gemurdock> nepjua: What you working on?
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[23:50:02] <nepjua> gemurdock: that's the problem. I cant work on those projects. Everytime i go to vacation i start one project, then when i get back it stops incompleted and i lose my motivation :) I need to be able to work on them professionally with a good team :)
[23:50:40] <tibor_> nepjua: well I hope I wont stick to making games either, but first I need to survive promoting phase...
[23:50:57] <gemurdock> nepjua: ok, so what were and are you working on? Is it app or game?
[23:51:11] <gemurdock> tibor_: What is "promoting phase"?
[23:52:14] <nepjua> gemurdock: Well currently i'm working on another game. i'm developing a web app on work. I have 3 social application i left incomplete :)
[23:52:45] <tibor_> gemurdock: make app noticable? promoting is maybe bad word
[23:53:40] <gemurdock> nepjua: at work? Or for helping with work load?
[23:53:47] <gemurdock> tibor_: oh ok. what is the game?
[23:53:52] <nepjua> gemurdock: I'm using meteorjs, i hope to be able to complete them when meteor hits 1.0. They're currently getting ready to release a cordova integration. Everything they release officially generally works perfectly
[23:54:33] <tibor_> gemurdock: here is the demo https://play.google.com/store/apps/details?id=org.tiborsmith.wormkout.android.demo
[23:55:24] <gemurdock> tibor_: oh cool. so you did all 3d with libgdx then?
[23:55:37] <gemurdock> nepjua: previous question... answer would be?
[23:55:38] <nepjua> gemurdock: at work
[23:55:45] <gemurdock> nepjua: ok
[23:56:04] <tibor_> gemurdock: most of it is build around libgdx
[23:56:05] <nepjua> gemurdock: here is the app https://parmaklarim.com/
[23:56:09] <gemurdock> nepjua: why do you work on so many things at once?
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[23:56:54] <gemurdock> nepjua: what is that? (language)
[23:57:03] <gemurdock> nepjua: and so it is a bidding website?
[23:57:09] <nepjua> gemurdock: Turkish
[23:57:21] <gemurdock> nepjua: ok, I was like I don't think thats german
[23:57:23] <nepjua> gemurdock: yes bidding website
[23:57:51] <nepjua> gemurdock: previous question, a man gotta eatt :D
[23:58:18] <nepjua> i need to go home, i'll be back in an hour :)
[23:58:24] <tibor_> Btw. anyone know some mobile game which would required real movement from the player?
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   August 27, 2014  
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