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[00:48:07] <rgr> texture corodinates in a shader are 0-1 arent they?
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[01:14:18] <ficolas> Hello, the text I that is beeing draw is getting messed up when the viewport transforms the render, what can I do so that the text doesnt get messed up?
[01:14:47] <ficolas> Will using a thicker font make it better?
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[01:21:53] <ficolas> do I need to draw it on a different viewport (a screen one) getting the position and the font size from the viewport transformation?
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[01:33:26]
<nimeso> I'm having issues with https://github.com/libgdx/fbx-conv when converting to g3dj. My keyframe animations are not getting converted if the animations are for a parent group. Any ideas? I have the fbx file on google docs if anyone can help?
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[01:48:12] <nimeso> Anyone? happy to pay for someones time to help me if they can?
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[02:58:56] <rgr> I need an example of texture sampling in a fragment shader when we're drawing usign regions. A full texture would be normalised 0-1 but I'm not sure with the region drawing.
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[05:05:17] <cackling_grandma> someone weaponize this into a random landscape/terrain generator :)
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[05:09:20] <wulax> trippy
[05:10:10] <Sadale> o/
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[05:59:49] <xrash> I got some arcane error on the box2d bridge. Can anyone help on that?
[05:59:53] <xrash> E/AndroidRuntime( 5641): java.lang.UnsatisfiedLinkError: No implementation found for long com.badlogic.gdx.physics.box2d.PolygonShape.newPolygonShape() (tried Java_com_badlogic_gdx_physics_box2d_PolygonShape_newPolygonShape and Java_com_badlogic_gdx_physics_box2d_PolygonShape_newPolygonShape__)
[06:00:21] <xrash> I just instantiated a new PolygonShape, as it says.
[06:06:08] <isdera> does it have too many vertices? i think the limit is something like 6 or 8
[06:08:03] <xrash> The only line of code I got is PolygonShape shape = new PolygonShape();
[06:08:11] <xrash> That's crashing.
[06:08:29] <isdera> try commenting it out, compiling and running.. just to see
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[06:08:55] <xrash> It works without it.
[06:09:17] <isdera> i wonder if you are importing the wrong library?
[06:09:38] <xrash> Maybe I'm doing it wrong.
[06:09:39] <isdera> Why does it say Java.com.badlogic.gdx..? you are using ecclipse?
[06:09:41] <xrash> import com.badlogic.gdx.physics.box2d.PolygonShape;
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[06:09:50] <xrash> I am using emacs.
[06:09:51] <isdera> hmm that looks right
[06:09:56] <xrash> It's from adb logcat.
[06:10:01] <xrash> The output, I mean.
[06:10:37] <isdera> try Shape myshape = new PolygonShape();
[06:10:56] <TEttinger> sounds like it can't find the box2d native library
[06:11:18] <xrash> Yea, but I am able to create a new World, for example.
[06:11:30] <TEttinger> xrash: are you using gradle or maven or something for managing dependencies?
[06:11:35] <isdera> are you using a recent version of libgdx?
[06:11:50] <xrash> I am using ./gradlew android:installDebug android:run to run it.
[06:11:56] <xrash> Just installed libGDX last week or so.
[06:12:31] <TEttinger> hm, and since you have gradlew I assume you used the setup tool... which should find box2d's natives just fine
[06:12:47] <xrash> Yes, I used it.
[06:13:02] <mobidevelop> Did you create the world or call Box2D.init() before doing anything else with Box2D?
[06:13:30] <xrash> I didn't call init, but yes I got a new World().
[06:13:40] <xrash> Should I call that?
[06:14:23] <mobidevelop> Instantiating a World will do the same as init
[06:14:30] <xrash> I can, for example, instantiate a new BodyDef or a new Worl, its just the PolygonShape that look like having some missing link the the native library.
[06:14:32] <mobidevelop> Perhaps show some code
[06:14:37] <TEttinger> did you do any edits to the build.gradle file or anything else gradle-related?
[06:14:54] <xrash> No edits.
[06:14:59] <xrash> Sure, but it's basically everything commented out now.
[06:15:00] <TEttinger> (wondering about the LinkError bit, specifically...)
[06:15:16] <xrash> I got this.world = new World(new Vector2(0, -15), true);
[06:15:27] <TEttinger> pastebin if it's much longer
[06:15:28] <xrash> in the create() method of the app.
[06:15:36] <xrash> Sure, wait a sec.
[06:18:52] <xrash> I actually pasted the two only classes in the same pastebin.
[06:18:56] <xrash> It's kinda small.
[06:19:13] <xrash> It's just a libGDX app that shows a box.
[06:19:16] <mobidevelop> PolygonShape hasn't been modified in over a year - I have no ideas as to what might be happening (aside from the native libs being missing)
[06:19:54] <TEttinger> you create the Box before you create World
[06:19:59] <mobidevelop> ^
[06:20:25] <mobidevelop> Swap those lines
[06:20:31] <xrash> Oh, that's probably it.
[06:20:38] <TEttinger> yay me do something
[06:20:50] <xrash> Sorry :P
[06:21:07] <TEttinger> I'm just glad it isn't a libgdx bug!
[06:21:13] <TEttinger> that was a gnarly error message
[06:21:15] <xrash> I find this error hard to debug.
[06:21:41] <mobidevelop> Yay jni errors
[06:21:54] <xrash> Of course, I never looked at those lines, but anyway, there could be some thing like "The world is not initiated".
[06:22:39] <mobidevelop> That's not a message within our control, unfortunately.
[06:23:22] <xrash> I know, just saying. I actually didn't knew about that "box2d initiation step".
[06:27:44] <mobidevelop> Good news is you found another bug in your code - since you pass the uninitialized world into Box, you would have had an error even if the jni error didn't happen :)
[06:28:37] <xrash> Yes, I would expected something like a null pointer. Then I would be able to track it, at least.
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[06:59:28] <xrash> Damn, it's working pretty well now. Thanks for the help guys.
[07:09:24] <TEttinger> yay
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[07:34:40] * gentlemandroid slaps mobidevelop around a bit with a large fishbot
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[07:40:07] <gentlemandroid> Anyone awake for a small question about 3d skinning?
[07:41:23] <gentlemandroid> Does bone scaling work?
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[07:45:16] <mobidevelop> gentlemandroid is alive?
[07:46:10] <gentlemandroid> He may be
[07:47:15] <gentlemandroid> Did I miss anything exciting?
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[07:51:26] <gentlemandroid> My chat stats have probably dipped somewhat
[07:51:30] <gentlemandroid> Used to be a contender...
[07:52:27] <mobidevelop> Nothing exciting
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[08:08:56] <gentlemandroid> I started learning Blender
[08:09:13] <gentlemandroid> It's really nice software
[08:09:37] <gentlemandroid> I thought I'd make something grotesque and realtime with it
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[09:41:23] <KC-45> gentlemandroid: i agree...blender is pretty cool
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[10:01:11] <gentlemandroid> I tried Blender ages ago and left because the ui was incomprehensible to me but once you get through that it's pretty awesome
[10:01:28] <gentlemandroid> Some things it does even better than software like 3ds or Maya
[10:02:03] <gentlemandroid> For small devs it's kind of perfect
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[10:06:33] <Ashiren> and it makes great soups
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[10:09:25] <Nangi> gentlemandroid: Blender has come a long way today. I'm honestly think its a better choice than Maya and 3ds. Especially because its free, but then I am not a frequent user or experienced designer :P
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[10:32:39] <KC-45> theres a slight learning curve
[10:32:52] <KC-45> like the whole left click right click thing
[10:32:55] <KC-45> but its worth it
[10:34:20] <TEttinger> pfft do what I do and spend a year writing renderers for a voxel editor's format
[10:34:36] <TEttinger> yeah, worth it :P
[10:35:07] <TEttinger> blender does seem more useful than it did though
[10:35:43] <gentlemandroid> I'm still just getting used to it but I'm coming around to thinking it's coming from a smarter place than the other packages I've used
[10:36:22] <gentlemandroid> I like that so much of it is tied to your left hand on the keyboard
[10:36:28] <Tomski> I prefer the other control layouts
[10:36:34] <Tomski> Like the maya compataability one
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[10:38:48] <Nangi> My brother is a 3d designer, he uses the razer orbweaver for most left hand controllers and a wacom pen for right hand. seems to work pretty well :) he's in Maya though, but should work fine in Blender I think.
[10:41:36] <Tomski> aw shite
[10:42:16] <gentlemandroid> I've been wanting something more ergonomic than a keyboard
[10:42:33] <gentlemandroid> I have a psmove nav controller that I still think could be great if it was setup better
[10:43:18] <gentlemandroid> The buttons are in odd places though
[10:43:27] <Nangi> psmove nav controller? When I googled I got PlayStation Move Navigation Controller. Is that what you use for Blender? :O
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[10:44:01] <gentlemandroid> No but I think it could be used
[10:44:21] <gentlemandroid> It would be nice to have my hand placement more free
[10:44:59] <Nangi> So you steer the mouse with the joystick or do you thinking its only for left hand?
[10:45:09] <gentlemandroid> Think about the different combinations you could use for different actions, plus the thumbstick to transform your view on the fly
[10:45:24] <gentlemandroid> No you'd still use a mouse/stylus definitely
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[10:46:06] <Nangi> okej, Yeah why not could work awesome if setup well
[10:46:09] <gentlemandroid> The only problem is it's so thumb-centric, with most of your fingers doing nothing
[10:47:53] <gentlemandroid> Plus I want to get a Surface Pro or similar device at some point, so I'd need some kind of handheld controller
[10:48:19] <Nangi> for what? Whats the plan? :)
[10:48:47] <gentlemandroid> Doodles and unfinished projects galore
[10:48:53] <gentlemandroid> Mostly dick drawings
[10:50:06] <Nangi> hahaha
[10:50:24] <Nangi> I understand! :P You need to look into this!
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[10:53:45] <imamop> Has anyone ever played with 3D ui's?
[10:54:15] <gentlemandroid> Oh I just had an idea
[10:54:44] <gentlemandroid> Wear a Nintendo Power Glove over your mouse hand, then with your other hand you can use all the buttons on it like a keypad
[10:56:00] <gentlemandroid> imamo: No, but thanks for the link because that's cool
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[10:56:42] <imamop> it works pretty well, props to whoever originally posted it, but i cant resize the viewport!
[10:57:32] <gentlemandroid> :O
[10:57:39] <imamop> i cant decide if viewports arn't ment for perspective cameras, or im just doing something stupid
[10:58:18] <Nangi> imamop: That looks awesome! Never tried it though :(
[10:58:41] <imamop> iv tried the usual new FitViewport(1, 1, _cam);
[10:58:42] <Tomski> imamop, you can use them with any camera
[10:58:53] <Tomski> Or you can opt to not use them
[10:59:00] <gentlemandroid> Let's remake Dead Space 3 in libgdx, I'll get started researching viscera on Google Image Search
[10:59:24] <imamop> but how do i resize them in my world? they just goddam ignore any scaling and grab there own size!
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[11:00:08] <imamop> i can override actors draw methods and get those to draw in the sized i need, but that seems hacky
[11:00:34] <Tomski> imamop, what exactly is the problem?
[11:00:44] <Tomski> And resize what?
[11:00:49] <KC-45> btw Tomski
[11:00:52] <KC-45> i finished my game bro
[11:00:57] <KC-45> thanks for your help
[11:01:07] <Tomski> sweet!
[11:01:15] <KC-45> (you may not even remember...but u helped me out with a few things)
[11:01:40] <imamop> so i draw a "Stage3D" pass in a viewport FitViewport(1, 1,_cam); but the stage is massive
[11:02:03] <imamop> its the same size if i do new FitViewport(0.1f, 0.1f)
[11:02:24] <imamop> i must be missing somthing?
[11:03:57] <imamop> iv tried using a ScreenViewport and setUnitsPerPixel
[11:04:02] <imamop> still massive?
[11:04:13] <imamop> doesnt seem to affect it at all
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[11:06:30] <Tomski> imamop, _cam being the perspective camera?
[11:06:45] <imamop> yeah
[11:06:53] <Tomski> Got a screenshot and pastebin of your code?
[11:07:38] <imamop> 2 secs, its a mess off frustrated commented out code
[11:09:35] <gentlemandroid> That's the best kind of code
[11:09:56] <imamop> could it be the font in my skin that is messing me around?
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[11:18:02] <Nangi> imamop: Do you do _camera.update()?
[11:18:20] <Ashiren> _? :s
[11:18:44] <Nangi> Thats just the name on his camera :P
[11:18:45] <Tomski> Got a screenshot of it? What you expect? What its doing that is wrong?
[11:22:55] <imamop> 2 secs
[11:23:45] <imamop> i guess what i want to know is, do actors take on the scaling of the stages viewport?
[11:24:18] <imamop> if not, then that explains what i am seeing, but i thought that was the point of stages/viewports
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[11:25:37] <imamop> can a stage be scaled at all?
[11:25:56] <Tomski> imamop, viewports change the cameras viewport
[11:26:21] <Tomski> Its a class to handle how the camera's viewport changes depending on what you feed the Viewport class
[11:26:30] <imamop> ahh okay
[11:26:30] <Tomski> It doesn't change the world, just how you see it
[11:27:51] <imamop> so in that case, as im using a set camera (the users perspective camera) its causing issues
[11:29:21] <imamop> in that case then, ill need to create a second perspective camera for the 3d ui
[11:30:03] <Tomski> :o
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[11:32:23] <imamop> i think? aha
[11:32:46] <imamop> time for my secret weapon...trial and error
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[11:39:18] <Tomski> imamop, but yeah, your font is probably going to make it huge
[11:39:25] <Tomski> depending on what kind of units you are using for your world
[11:42:50] <imamop> hmm, i still think somthing is a miss, shouldnt ScreenViewports.setUnitsPerPixel(0.1f); fix that?
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[11:44:07] <Tomski> imamop, that just means that if your screen resolution is 1280 on the base, the camera viewport width would end up being 128
[11:44:27] <Tomski> That button is still using a default height of whatever the font is
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[11:47:00] <imamop> right, i think im getting why it isnt working how i want
[11:47:39] <imamop> changing the viewport is just manipulating my camera, and not doing jack to my "scene"
[11:47:51] <imamop> thanks for the help btw tomski, much appreciated
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[11:49:19] <Tomski> imamop, there is probably a nicer way to handle this
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[11:49:26] <Tomski> Xoppa would know, he'll be around later
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[11:51:15] <imamop> its the stage itself i need to scale, the viewport and camera are fine, so i need to find a way of doing that
[11:52:28] <Tomski> You can set the widget sizes to world sizes
[11:52:47] <Tomski> But scaling with bitmap fonts goes to shit
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[11:53:02] <Tomski> If you ttf generate at world size you should be good though
[11:53:20] <imamop> oh yeah, not too bothered about fonts atm, was just using them to test
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[12:27:35] <imamop> for future reference, to solve the issue i had you have to scale the stage itself, not the viewport
[12:28:07] <imamop> easiest way to do this is stage.getRoot().setScale()
[12:28:17] <imamop> scales all actors the same way :)
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[12:35:48] <Ange_blond> Hi, not related to libgdx but... do you have an idea how to search and replace a file in windows (100 occurences of the file in sub-folders) please ?
[12:36:23] <Tomski> replace with what?
[12:36:48] <Ange_blond> the same file
[12:36:57] <Ange_blond> (with binari modifications of course)
[12:37:15] <Tomski> write a script
[12:37:27] <Ange_blond> searching is easy, but I cannot just "paste" the new file >_<
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[12:37:48] <De5car7es> Hi everyone !
[12:39:17] <Tomski> Ange_blond, same name?
[12:39:25] <Ange_blond> yes Tomski
[12:39:56] <Ange_blond> nivrig_, > it search in the file, I just would like to replace the whole file
[12:45:57] <Tomski> Ange_blond, how familiar are you with batch?
[12:46:26] <Ange_blond> begginer... I'm currently on batch documentation
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[12:56:33] <Bernzel> Does anyone know how to check for ownership on IAP's using Gdx-Pay? So that I can flag that the user have purchased a product.
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[13:02:43] <_descartes_> I have a label inside a table cell, with large text. The text overflow the neighbore cell on the right. How can I prevent that? I dont want to wrap the text into two lines, just cut the text at the end.
[13:02:48] <_descartes_> I have a label inside a table cell, with large text. The text overflow the neighbore cell on the right. How can I prevent that? I dont want to wrap the text into two lines, just cut the text at the end.
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[15:29:38] <ben255> hiiiyaa
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[15:35:26] <Nangi> ben255: Yo yo!
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[16:04:03] <Bernzel> On the wiki of Gdx-Pay Restoring purchases happen not on a button, rather during startup. Correct me if Im wrong but that won't be allowed by Apple?
[16:05:13]
<wulax> What is a good technique for rendering model outlines? This http://www.flipcode.com/archives/Object_Outlining.shtml does not seem to work since glPolygonMode is not in OpenGl ES it seems. I experimented with the technique of creating a duplicate model, translating each vertex along its normal a bit to fatten the model, then rendering it in single color behind the model I want outlined. This works ok, but does
[16:05:15] <wulax> not look very good when zooming in and out. Any suggestions?
[16:05:21] <Tomski> Bernzel, can you do it manually?
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[16:06:03] <wulax> Most of the examples I have found involves writing to the stencil buffer, but they all use functions not in OpenGL ES
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[16:10:53] <Bernzel> Tomski , yes. But the whole Restore method is meant for when users have switched phones etc. It's a bit ugly to have the user press a restorebutton each time they start the app to get their purchases available?
[16:11:13] <Tomski> Bernzel, not just that
[16:11:42] <Bernzel> not just what?
[16:11:50] <Tomski> You should have a button in your UI somewhere, are you sure its actually 'restoring' on start up?
[16:11:53] <Tomski> Because that should prompt for credentials
[16:12:00] <Tomski> Not just for switched phones
[16:14:01] <Tomski> Would also be a bunch of stupid overhead for the new receipts
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[16:14:21] <Bernzel> Tomski , I have a button which restores. But the user can only use their products if they press that restore button each time they start the app. Which seems unnecessary
[16:15:07] <ben255> Bernzel, where is the data stored?
[16:15:11] <Tomski> Bernzel, that doesnt seem right
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[16:16:27] <Tomski> Bernzel, you aren't caching this at all client side?
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[16:17:07] <Bernzel> Tomski , I check purchases in "handleRestore" looping through the transactionslist as recommended. But that method is only called on the Restore method. So it can only check for ownership if PurchaseSystem.restorePurchase(); is called
[16:17:27] <Tomski> Who recommends that?
[16:17:56] <mobidevelop> You should be storing what purchases have been made, not calling restore purchases all the time
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[16:17:59] <Tomski> You should be caching the purchases
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[16:19:03] <Bernzel> So storing purchases is up to me? Nothing Gdx-Pay can handle with provided methods?
[16:19:46] <Tomski> I dont use that, so you'd have to look into it
[16:21:58] <Bernzel> Ok. Thanks.
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[16:34:19] <pleitsi> umm
[16:34:31] <pleitsi> i need to change my project name and the "company" name
[16:34:40] <pleitsi> so its com.company.projectname
[16:35:51] <Bernzel> mobidevelop , so after a purchase I can store a boolean in Preferences for example?
[16:36:38] <mobidevelop> Sure, there are lots of ways to store things, use whichever you prefer.
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[16:41:18] <pleitsi> om amdrpi maniget
[16:41:23] <Tomski> Bernzel, use the keychain on ios
[16:41:24] <pleitsi> almost the right buttons under fingeres
[16:41:42] <pleitsi> so i can put anything in androidmanifest.xml here: package="com.temp.bloxery_android"?
[16:42:14] <pleitsi> where temp is the "company" name? isn't that the naming convention rite?
[16:42:30] <pleitsi> lets say com.blizzard.starcraft
[16:42:32] <pleitsi> like that?
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[16:43:17] <pleitsi> boohoo i want attention :<
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[16:43:40] <ben255> granted
[16:43:56] <pleitsi> \o/
[16:44:16] <pleitsi> im just preparing my game for release
[16:44:26] <pleitsi> and i need that naming convention stuff right
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[16:48:39] <pleitsi> what's the smartest build target atm?
[16:48:41] <pleitsi> 2.3.3?
[16:49:04] <ben255> google probly got the answer for that
[16:49:21] <pleitsi> booby google
[16:49:32] <pleitsi> i think 233 is fine
[16:49:57] <ben255> C_&usg=__s7joOBeXbIKdGipz4z6_Ri3XGms%3D&ved=0CD0QyjdqFQoTCNe8852O28cCFYoHLAodP7MMQA&ei=9l3oVdfpB4qPsAG_5rKABA#imgrc=-roI7aal8_ymDM%3A&usg=__s7joOBeXbIKdGipz4z6_Ri3XGms%3D
[16:52:10] <Tomski> yikes
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[16:59:30] <ravenlord> I target api level 5
[16:59:32] <ravenlord> 15
[16:59:33] <ravenlord> i mean
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[16:59:48] <ravenlord> Less than that there are too few devices anyway
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[17:01:00] <ravenlord> and the problems can be many with older hardware
[17:01:07] <ravenlord> like having smaller texture memory etc
[17:01:11] <ravenlord> anyway time to go
[17:01:12] <ravenlord> bye
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[17:19:41] <Madmenyo> Hey, I coded a very basic kryonet server in eclipse and a server in the core project of LibGDX in the Android Studio IDE. But when I connect I get "Incorrect number of bytes (1 remaining) used to deserialize object: null". I do see a KryoNet message on the server side "INFO: [kryonet] Connection 1 disconnected.". Could it be different java versions
[17:19:41] <Madmenyo> or something?
[17:21:41] <Adnn> Have you registered the classes in Kryonet ?
[17:21:55] <Adnn> Stopped / Restarted Kryonet after making changes ?
[17:22:15] <Madmenyo> I do not have any classes yet
[17:22:21] <Madmenyo> just connecting
[17:22:38] <Madmenyo> Yeah restarted the server several times
[17:24:25] <Madmenyo> Oops... might be I installed kryonet 2.20 into eclipse and use gradle in android studio with compile ("com.esotericsoftware:kryonet:2.22.0-RC1") {
[17:24:25] <Madmenyo> exclude module : 'kryo'
[17:24:25] <Madmenyo> }
[17:24:38] <Madmenyo> different version?
[17:25:00] <Adnn> Well I don't know if different versions would cause problems, but you're probably safer fixing that
[17:25:14] <Adnn> If it doesn't work, pastebin the code
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[17:28:40] <Madmenyo> Little newby question: If I download KryoNet from git I get the 2.23.1 snapshot. How can I get that exact one using gradle?
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[17:29:21] <Madmenyo> or the other way around, where do I get 2.22.0-RC1? Can I get a earlier version from git?
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[17:31:00] <Tomski> Use the specific version in the gradle script
[17:31:02] <ben255> yo rgr found a better solution to the slope problem :p
[17:31:09] <Tomski> Whats with the two IDEs Madmenyo ?
[17:31:49] <Madmenyo> I just want a java program for the server side. No need to have that on android so I use good old eclipse ;)
[17:32:39] <Tomski> Why not use AS for both though?
[17:33:44] <Madmenyo> AS cannot be used to write a normal java program afaik. Googled that a while ago and came across a SO answer stating that.
[17:33:50] <Tomski> yes it can
[17:33:52] <Madmenyo> Would love to though :D
[17:34:51] <Madmenyo> But then again, Android studio can only have one project open right? Talking out of my ass now... but I always have to close project A to open B.
[17:35:07] <Tomski> You can have multiple windows if you want
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[17:35:12] <Tomski> Just like you have one AS and one eclipse
[17:35:21] <Tomski> Im pretty sure you can import two projects in as modules anyway
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[17:36:02] <Tomski> If you are writing a server and client, they should be part of the same build system
[17:37:29] <Madmenyo> Thanks, I'm gonna try creating a normal gradle java project with AS. No clue how to do that exactly since I always use the handy LibGDX tool to generate projects for me.
[17:37:58] <rgr> ben255: what better solution?
[17:38:26] <rgr> since you already incorporate box2d collision detection I would be interested to see it.
[17:39:02] <Madmenyo> Already stumbling... when creating a AS project I can only choose Android form factors in the wizzard...
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[17:40:05] <rgr> Madmenyo: theres no java option int he create new project dialog?
[17:40:16] <rgr> there is in intellij EAP CE.
[17:40:33] <Tomski> Madmenyo, you probably have to create a java library or something
[17:40:41] <Tomski> I recommend you just use IDEA
[17:40:47] <rgr> I would be very surprised if you cant create a simple java project
[17:40:55] <Tomski> rgr, I wouldnt
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[17:41:11] <rgr> ben255: whats that?
[17:41:31] <rgr> thats nothing to do with what you /we discussed.
[17:42:17] <ben255> it does
[17:42:38] <Madmenyo> hmmm.... well I think I am going to try the version thing out first. Any idea what the gradle equivelent is for the 2.20 build is?
[17:42:46] <Tomski> Its the same
[17:43:03] <Tomski> ARe you using gradle in eclipse?
[17:43:13] <ben255> fk gradle
[17:43:24] <rgr> no it doesnt. you mentined colliding with a slope. nothing more. Thats how not to topple.
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[17:43:40] <ben255> going up for the slope :p
[17:43:47] <ben255> then staying on the slope
[17:43:58] <ben255> and not going downslowly :p
[17:44:06] <rgr> right... which is what box2d does anyway. I'll leave you to it.
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[17:44:11] <ben255> physics being a bitch
[17:44:26] <Madmenyo> No, imported Kryo 2.20 manually in eclipse
[17:44:51] <Tomski> Madmenyo, what version is in your build script?
[17:45:05] <Madmenyo> smart though... converting my eclipse server to gradle now
[17:45:22] <Madmenyo> this is what I have in AS gradle.build:
[17:45:24] <Madmenyo> compile "com.esotericsoftware:kryo:3.0.1"
[17:45:24] <Madmenyo> compile ("com.esotericsoftware:kryonet:2.22.0-RC1") {
[17:45:24] <Madmenyo> exclude module : 'kryo'
[17:45:24] <Madmenyo> }
[17:45:25] <Tomski> You can just grab the artifacts
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[18:09:04] <Bernzel> How does FreeTypeFontGenerator affect performance? I happen to create two different ones in two seperate classes rather than one from the mainclass. Will that be an issue?
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[18:13:23] <wulax> What is a good way of rendering 3d model outlines? I tried the one where you fatten the model by translating vertices along their normals, flip the tri winding order so only back faces show, then render it in a single color. It works but does not look too good when zooming in and out much. Many techniques I have read about use the stencil buffer, but they seem to require glPolygonMode which is not in OpenGl
[18:13:24] <wulax> ES.
[18:13:47] <pleitsi> java.lang.RuntimeException: Unable to instantiate activity ComponentInfo
[18:13:50] <pleitsi> wat is dat
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[18:13:55] <pleitsi> i refactored names
[18:14:04] <pleitsi> java.lang.ClassNotFoundException
[18:14:18] <pleitsi> android version of app can't find some class?
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[18:15:28] <pleitsi> or does that mean that the class isn't runnable
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[18:23:57] <Xoppa> wulax, scale the model slightly up and render backfaces (no need to flip anything, just add IntAttribute.CullFace) with black diffuse material
[18:24:48] <ben255> how do you controll a motorjoint under runtime? :/
[18:24:50] <Xoppa> someone wrote a tutorial for a better approach (practically based on a ¨cartoon¨ shader iirc), let me check the link
[18:25:53] <Xoppa> iirc the modifications to the shader are no longer needed, because it is fixed in libgdx now
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[18:30:14] <wulax> Xoppa: Thanks, I didn't know about that attribute. That will simplify it a bit. The reason I used the fatten approacch is because the model is not entirely convex, so I can't just scale it. I guess what I would really want is a 1-2 px border around the model independent of camera zooming.
[18:30:22] <wulax> I'll check the tutorial out
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[19:06:11] <wulax> Maybe I'll render the fattened outline model to a framebuffer then apply a blur shader to get something like a glow around the model. That would look pretty dope.
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[19:14:24] <ben255> anyone have problem with collison detection when hitting a corner. all of the sudden the contact ends and changes the damn statemachine into thinking the object is falling and then i can move
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[19:25:03] <Madmenyo> Tomski: Great, got my basic Java program to work with AS! Very happy I can use AS for all my java things now! On a side note: the client/server is now working correctly ;). Thanks
[19:25:14] <Tomski> nice! np
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[19:49:21] <Bernzel> Is it bad practice to call show(); to update the screen?
[19:56:15] <Xoppa> probably
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[20:02:19] <Bernzel> Xoppa, Okey.
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[20:38:50] <wulax> Xoppa: Your uber-shader doesn't support the emissive attribute, right? Or am I just blind?
[20:39:25] <Xoppa> the program? no it doesnt
[20:39:32] <Xoppa> the class does support it iirc
[20:39:35] <wulax> alright
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[20:51:13] <Bernzel> Okey I don't seem to find a solution to this, but I need to update my screen after a method have been executed, need to run through Show() method again basically.
[20:54:44] <wulax> Not sure, but that seems a bit backwards. I think the normal way to do it is to let your method change the program state, then have your render method handle displaying the resulting state.
[20:56:36] <wulax> That is, you should probably decouple changing the program state, and rendering the program state
[20:56:59] <wulax> Just my two cents though
[20:59:02] <Bernzel> wulax Ok good. That is the way Im doing it now, so it's a correct approach atleast. Just gotta make it work too. Thanks :)
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[21:02:57] <wulax> Bernzel: You probably already know it, but it's called Model-View-Controller pattern
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[21:12:37] <bhldev_2> hi guys
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[21:15:12] <bhldev_2> hey guys, why do I have to manage the camera coordinates manually when I am using a viewport? Isn't the point of a viewport to handle the camera automatically?
[21:15:52] <bhldev_2> so I grab the camera from the viewport and put it into the spritebatch, but I still need to deal with the camera being centered etc.
[21:17:57] <Yomic> Is the hash int sufficient to differentiate between gamepads? Or is there another way to identify them that's better?
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[21:22:49] <wulax> bhldev_2: I believe the point of a viewport is more to deal with aspect ratios than to manage camera world positioning.
[21:22:52] <Xoppa> bhldev_2, in resize call: viewport(width, height, true); which will center your camera
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[21:23:17] <Xoppa> however moving the camera is not something the viewport does, because that depends on your gameplay (follow the player etc.)
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[21:26:12] <Xoppa> *viewport.update(width, height, true);
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[22:11:05] <aaa2> testing
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[22:16:06] <Bernzel> uhm how do I set white background using GL Color? What's the numbers so to say
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[22:17:53] <Tomski> glClearColor?
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[22:18:27] <Andiows> Hi everybody, anyone run into trouble using libgdx on android studio?
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[22:25:48] <wulax> Bernzel: Gdx.graphics.getGL20().glClearColor(1,1,1,1);
[22:27:11] <Tomski> "still"
[22:27:17] <Tomski> Was that ever a thing?
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[22:34:07] <jeffol> apparently now that daniel radcliffe is a game developer in a new film i bear resemblance to him. it's like 2nd grade all over again
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[22:37:10] <Tomski> jeffol, do you mean frodo?
[22:37:24] <jeffol> Tomski: close. harry potter
[22:37:30] <Tomski> Thats him isnt it
[22:37:35] <jeffol> no :D
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[22:37:43] <jeffol> frodo = elija wood
[22:37:59] <Tomski> Have you ever seen elijah and daniel together?
[22:38:30] <jeffol> I don't follow celebrity stuff.
[22:38:52] <Tomski> They want you to believe that they are two different people
[22:39:16] <jeffol> Well, either way, I guess I'm okay with being compared to geeky handsome-men-...boys.
[22:39:49] <Tomski> Does he use unity in the new film?
[22:40:25] <jeffol> dont think so, I think its about GTA development. I doubt they'll disclose any actual development terms that matter
[22:40:57] <Tomski> oh its that
[22:41:04] <Tomski> Cool
[22:41:34] <jeffol> also, it's the 1 year anniversary of my game dev company. Hurray!
[22:41:41] <Xoppa> wulax, dont use the getGL20 method
[22:41:47] <Tomski> Beers?
[22:41:57] <jeffol> Totes gonna drink beers.
[22:44:22] <wulax> Xoppa: In case the system doesnt support ES2?
[22:45:20] <Xoppa> wulax, no, because it is platform dependent, use Gdx.gl or Gdx.gl20 instead (saves you a method call as well :D)
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[22:45:52] <bhldev_2> thanks all
[22:45:53] <wulax> Oh, ok. Thanks Xoppa
[22:46:03] <bhldev_2> I got the answer, before kiwichat crashed ;p
[22:46:15] <Xoppa> Note that in case you are using Gdx.graphics.getGL20() or Gdx.graphics.getGL30() you are bypassing the profiler and that's why you should use Gdx.gl20 or Gdx.gl30 directly.
[22:47:13] <Xoppa> silly wiki
[22:47:55] <Xoppa> setting the clear color only has to be done once, btw, not every frame (not that you´d notice the difference :D)
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[22:48:55] <jeffol> hey ya'll, are android keystores unique to app or developer? eg, can I use the same keystore as my last app?
[22:49:16] <jeffol> without google bitching
[22:49:25] <Ashiren> keystore stores several keys
[22:49:33] <Ashiren> each key is unique for app
[22:49:41] <jeffol> oic
[22:49:51] <jeffol> so I shall select the same keystore file as my last app
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[23:09:26] <jeffol> Ashiren: thanks, btw
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