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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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[01:33:59] <nimeso> Example FBX https://drive.google.com/open?id=0B6kaPf1v_YV6LTNEenJDcG05eUU
[01:34:33] <nimeso> Example output g3dj https://drive.google.com/open?id=0B6kaPf1v_YV6UEtPVWVCM2w3SUU
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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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[05:05:01] <cackling_grandma> http://www.theguardian.com/technology/2015/jun/18/google-image-recognition-neural-network-androids-dream-electric-sheep
[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.
[06:19:00] <xrash> http://pastebin.com/0hZaAT8u
[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
[08:09:27] <TEttinger> heh. speaking of bones, this might not look great, but it should be better in motion. 2d pixel art made from 3d voxel "bones", trying out lots of techniques to improve the look of heavily rotates voxel cubes. https://dl.dropboxusercontent.com/u/11914692/palette0_Dude_SWORD4.gif
[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
[10:47:08] <Nangi> yeah true, would maybe work with the same principles as Steam controller keybord. -> http://i2.wp.com/www.sultansolutions.com/wp-content/uploads/2012/09/controllertyping.png?resize=622%2C350
[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?
[10:54:07] <imamop> specifically the ones mentioned http://pixelscientists.com/wordpress/?p=13
[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
[11:09:17] <imamop> http://pastebin.com/Mq7WHACU
[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
[11:49:53] <Tomski> https://gist.github.com/Tom-Ski/c3185071139818c842fe what I am using to test
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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 !
[12:39:01] <nivrig_> Ange_blond: tried http://www.wingrep.com ?
[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> https://www.google.com/search?q=android+version+usage+statistics+2015&biw=1920&bih=943&tbm=isch&imgil=-roI7aal8_ymDM%253A%253B0rwWl8FZg9OHoM%253Bhttp%25253A%25252F%25252Fwww.forbes.com%25252Fsites%25252Fewanspence%25252F2015%25252F01%25252F11%25252Fnobody-is-using-android-lollipop%25252F&source=iu&pf=m&fir=-roI7aal8_ymDM%253A%252C0rwWl8FZg9OHoM%252
[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
[17:40:44] <ben255> rgr, https://boxycraft.wordpress.com/2009/06/30/behind-boxboy/
[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
[17:45:26] <Tomski> http://search.maven.org/#search|ga|1|kryonet
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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
[18:25:34] <Xoppa> wulax, https://kbalentertainment.wordpress.com/2013/11/27/tutorial-cel-shading-with-libgdx-and-opengl-es-2-0-using-post-processing/
[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);
[22:25:54] <jeffol> http://store.steampowered.com/app/359050/
[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] <Xoppa> see https://github.com/libgdx/libgdx/wiki/Profiling#profiling
[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.
[22:46:35] <wulax> I just went by the example in https://github.com/libgdx/libgdx/wiki/Clearing-the-screen
[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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   September 3, 2015  
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