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[00:08:29] <TEttinger> it's a new twitter tag, like #OCCUPY_LWJGL
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[00:10:29] <intrigus> I meant /join #lwjgl
[00:11:56] <intrigus> Lol, an Android app and iPhone screenshots :D https://play.google.com/store/apps/details?id=apps.meybegames.car_simulator
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[00:36:07] <rgr> blimey what IS that?
[00:39:44] <rgr> so using if conditionals is frowned on in shaders?
[00:40:50] <intrigus> Yes
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[00:56:04] <rgr> so basically no "general" shaders with switchable features? need to duplicate them with things added/removed.
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[01:11:13] <TEttinger> rgr: having conditionals is bad in shaders because frag shaders run millions of times per frame
[01:11:49] <TEttinger> once per pixel, 1920x1080 screen, do the math...
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[01:16:37] <mobidevelop> Bajillions
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[01:40:30] <TEttinger> rgr: you may want to use uniforms for certain things that need to be switched within a frame
[01:40:49] <TEttinger> switching shaders I believe is not a cheap operation to do during a single frame
[01:41:07] <TEttinger> setting a uniform is very cheap
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[01:57:10] <VoodooFrog> Hey guys. Is it all possible to get the the backgrounds of scrollbars (hScroll, and vScroll) in a ScrollPane to be tiled rather than ninepatched or stretched? I've been Googling about it for about half an hour now and so far it seems like a no. I just thought I'd check here.
[01:57:17] <VoodooFrog> *at all
[02:12:22] <cobolfoo> You will need to modify scroll pane code
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[02:13:15] <VoodooFrog> I suspected that might be a possibility.
[02:16:53] <VoodooFrog> Is it as simple as rejigging the appropriate Drawable variable definitions to TiledDrawable?
[02:17:33] <VoodooFrog> In the embedded Style class I mean.
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[02:23:42] <rgr> I am using uniforms : thats how I pass the info in I want to switch features on or off with. But it seems thats fromwned upon.
[02:24:08] <rgr> Someone have an example of how to call multiple shaders with the libgdx SpriteBatch ?
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[03:04:20] <isdera> batch.setShader(ShaderProgram1Instance);
[03:04:33] <joelt> I have a button that I want to expand into place using an action, but how do I do it "about" the center?
[03:04:45] <isdera> and then batch.setShader(ShaderProgram2Instance);.. you can do all of this between the begin() and end() methods.
[03:05:02] <joelt> I tried setting the origin but that didn't help.
[03:05:13] <isdera> obviously youll want to set up your shader programs in the show method
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[03:13:32] <rgr> isdera: thats how you set a shader. I'm doing that fine. How you can chain multiple shaders on the same batch draw?
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[03:49:45] <Yomic> I'm curious, I'm trying to replace image files in my game's executable jar to see if it's "moddable" that way, but the game isn't showing the new images
[03:49:49] <Yomic> Why might that be?
[03:49:59] <Yomic> I'm opening the .jar with 7zip, going to the data/ directory and replacing a map and tile images, but they aren't showing as updated if I run the jar
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[04:03:15] <isdera> rgr not sure what you mean.. "chain multiple shaders".. meaning you want to change shader mid-batch?
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[04:04:11] <Yomic> Nevermind, it worked
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[04:30:14] <TEttinger> rgr: I'm not sure if this is what you want, but maybe rendering to a texture first, then rendering that with a different shader?
[04:33:58] <isdera> i think he wants like multiple shaders all at once?
[04:34:14] <isdera> i have a question.. in a java string, when you type \r does that just tab in the line?
[04:34:48] <TEttinger> that char is carriage return, and... it's historically a very messy char
[04:35:00] <cobolfoo> \t is tab
[04:35:14] <isdera> can I just use \n ?
[04:35:18] <TEttinger> you know how on PC keyboards, the key is enter, and on macs, the key is labeled "return" ?
[04:35:32] <cobolfoo> \n is like a "ENTER" on linux/osx but on windows you have to use \r\n
[04:35:40] <TEttinger> macs used to use carriage return "\r" instead of newline "\n"
[04:35:45] <TEttinger> before OS X
[04:36:08] <TEttinger> in java strings it handles the platform stuff for you
[04:36:36] <TEttinger> so unless you go out and are sending stuff to weird console things on windows and linux, you usually don't need to care about ]r
[04:36:37] <TEttinger> \r
[04:37:10] <TEttinger> like System.out.println("foo"); will print \r\n on windows after foo, \n on linux and osx after foo
[04:37:36] <isdera> so wierd.. when I look at this in Eclipse writeFile.writeString(" [START_DATA]\r\n\r\n", true); there is just a single space between the first quote and the first bracket
[04:37:59] <TEttinger> that's a tab
[04:38:13] <TEttinger> tabs vary in width based on what settings you have
[04:38:15] <isdera> what is going on lol. i see a space
[04:38:30] <isdera> it prints into my file as a tab, I just want a single space though
[04:38:34] <TEttinger> and if there are chars before it, it could be a 1-char-wide spacing caused by a tab
[04:39:22] <TEttinger> hm
[04:39:29] <TEttinger> when I copied it it became a space
[04:40:30] <TEttinger> yeah it's a tab. my irc client changes it to space when I try to send it
[04:41:19] <isdera> but in my IDE, it's a space.. I typed with a spacebar. so wierd
[04:41:33] <isdera> but in the writeFile I print this informmation to, it appears as a tab
[04:42:30] <TEttinger> you may have a weird soft tabs or tabs to spaces mode going on
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[04:44:47] <isdera> ill play around with it
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[05:23:20] <joelt> trying to understand why i can't run on a iPhone device for testing. I'm getting a ApplicationVerificationFailed, which sounds like my robovm.properties app.id needs to be set to a particular property. any advice?
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[06:26:46] <cobolfoo> It took eons to manually email 200 youtubers :)
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[06:31:15] <thesti> hi
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[06:34:46] <TEttinger> that's some dedication, less than 3 minutes in here
[06:35:59] <cobolfoo> I take time to write to each of them
[06:36:09] <cobolfoo> and itnroduce myself in regard of what they do
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[08:43:39] <TEttinger> cobolfoo_: heh, I was referring to thesti staying in here for less than 3 minutes, and about a minute after saying "hi" leaving
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[10:25:47] <Madmenyo> Morning fellow nerds!
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[10:29:00] <kdarknight> Noon here
[10:30:01] <Madmenyo> Thats ok, glad you agree on the nerd part. Let's be proud of it! :)
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[10:35:48] <TEttinger> yeah, we're all nerds. better than Unity hipsters :P
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[11:10:36] <Madmenyo> I'm staring to hate UI creation in LibGDX. Those tables just won't do what I want sometimes...
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[11:55:13] <noone__> Madmenyo: you are doing it wrong
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[12:04:36] <Madmenyo> Are you sure about that?
[12:04:40] <Madmenyo> :)
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[12:06:08] <rgr> yes. Since they workd ;)
[12:06:11] <rgr> work even
[12:06:14] <Madmenyo> Anyway, I think I got it right now. I was trying to layout a ScrollPane and that really won't do much. So I added another table just to allign that and put the ScrollPane in. Feels awkward this way.
[12:07:00] <rgr> That probably tells people nothing. Paste your code and maybe a UI expert can advise your ;)
[12:07:33] <Madmenyo> Took me the whole morning to split the screen in a couple of parts.
[12:08:16] <Madmenyo> well this won't work: table.add(someScrollPane).top
[12:08:40] <Madmenyo> this does table.add(someTableWithScrollPaneInIt).top();
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[12:15:37] <rgr> well no one knows if you dont pastebin your code with context and other table attributes shown.
[12:16:10] <rgr> tables can be confusing but they do "work" ;)
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[12:22:10] <Madmenyo> I know, sometimes I have no problems at all and sometimes I'm debugging for hours... lol
[12:22:56] <rgr> well no one knows if you dont pastebin your code with context and other table attributes shown.
[12:24:21] <Madmenyo> Thats ok, I got it now. Just had to put the ScrollPane in another table and layout that table instead of the ScrollPane
[12:24:46] <Madmenyo> Cleaned everything up and it looks good now.
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[12:33:11] <Madmenyo> I do have a question though. Currently the keyboard on my phone is blocking the fields and buttons. Navigation gets impossible. Is there a way to push up everything, perhaps another scroll pane containing everything. Or when I click outside the keyboard it disappears?
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[12:34:05] <Madmenyo> How is this normally handled? Cannot find much on this specifically.
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[12:53:29] <ben255> is there a way to check for collisions. not just endcontect and beginconect. but a isconected?
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[13:04:19] <Madmenyo> ben255: I think we need some more info here. I am not familiar with those methods are you using box2D?
[13:05:22] <ben255> yes, implementing the contactlistener class
[13:06:12] <Madmenyo> I have no experience with that, be patience plenty of people that come here are experts.
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[13:07:36] <rgr> What does "isconnected" mean in this context?
[13:09:32] <noone__> ben255: World.getContactList()=
[13:09:34] <noone__> ?
[13:09:40] <ben255> to check if the object is connected to the ground at any given time
[13:10:22] <ben255> cuz i get bugs in corners and sets my statemachine in the wrong way and thinks it falling while its not.
[13:10:40] <noone__> I'd track that with begin and end contact...
[13:10:48] <ben255> it works with that
[13:10:53] <rgr> because if you begin contact but not end contact then there is contact. But in your case... surely maybe you know if it has zero y velocity?
[13:11:14] <ben255> ive tried with y velocity, but its not accurate
[13:11:17] <noone__> I don't think it will hav zero velocity
[13:11:21] <rgr> true
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[13:11:38] <noone__> it just constantly gets pushed upwards and downwards a little bit
[13:11:45] <ben255> yes
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[13:12:08] <rgr> but use begin/end contact I would guess. http://stackoverflow.com/questions/27694970/how-to-determine-when-two-objects-are-touching-after-an-update
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[13:12:42] <rgr> note the "start colliding and stop colliding" bit. iforce2d is a great box2d reference btw,
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[13:17:09] <ben255> idunno rly, its a strange bug that i dont understand
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[13:31:14] <rgr> so ... did you look at begin and end contact?
[13:31:53] <rgr> recommended glsl shader repos? Googling is coming up with surprisingly little.
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[13:33:47] <ben255> im using begin and end contact and always have
[13:34:13] <ben255> it works, but its that the contact ends but doesnt begin again
[13:34:26] <ben255> and get stuck since its not moveing
[13:34:28] <ben255> i dunno rly
[13:34:43] <ben255> else if(arg0.getFixtureB().getBody().equals(wheelBody)){
[13:34:43] <ben255> playerState.changeState(PlayerState.FALLING);
[13:34:44] <ben255> }
[13:35:03] <ben255> this gets set and the player gets stuck
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[13:42:18] <rgr> with no context from where its called from thats not going to help anyone.
[13:46:27] <rgr> did you set breakpoints on the begin and end contact code and check the correct flow?
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[13:49:15] <duli> hi
[13:50:08] <duli> I am using a dialog to display a message during the game
[13:50:21] <duli> I've got only one dialog object from the ui
[13:50:52] <ben255> http://pastebin.com/WyvceA5y
[13:50:53] <duli> but when I say dialog.text("") it adds the text to the previous text in the dialog
[13:50:57] <ben255> this is what it looks like
[13:51:09] <duli> rather than resetting the dialog text
[13:51:25] <duli> I simply want to reuse the same dialog and set a different text each time
[13:51:31] <duli> but there is no api for that?
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[14:00:13] <rgr> and you stepped through with the debugger to examine the begin/end criteria and they were prompting your state machine correctly?
[14:01:01] <rgr> although it *seems* quite obvious why its falling all the time maybe.
[14:01:43] <rgr> hmm maybe not. Not sure what b2d does when something is "rippling" around a contact or not.
[14:02:14] <ben255> im even using a wheel to manover the character so the contact should not rly get stuck in cornerns
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[14:02:27] <ben255> and if i drop from i high ground it works like intended
[14:03:27] <ben255> im gonna try to see if the ground contact ends also
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[14:26:37] <Madmenyo> In love with programming is "not wanna stop, even when you have to go to your best friends wedding". lol
[14:27:11] <Madmenyo> But I gotta go, have a nice day everyone!
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[14:39:22] <Threy> Hello there, I dont't understand how materials work technically. Am I right with the assumption, that for every material a new shader is compiled?. If I'm right how does that affect the overall performance (need to optimize for mobile)?
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[14:50:03] <nexsoftware> duli: the docs clearly state it will add a label when you call text(...)
[14:50:38] <duli> @nexsoftware text() adds a label but doesn't erase the old label
[14:50:49] <duli> I want to reuse the same dialog and simply change the text
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[14:50:55] <duli> without creating new objects
[14:51:04] <nexsoftware> Add doesn't mean remove others
[14:51:34] <nexsoftware> You can create your own label, keep a reference to it, pass it to the dialog, then update the label text all you like
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[14:55:32] <duli> yeah
[14:55:36] <duli> that should do the trick
[14:55:38] <duli> thanks
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[14:57:34] <duli> although it's good if there's a method setText to the current dialog label
[14:58:29] <nexsoftware> The dialog doesn't even keep a reference to the label
[14:58:46] <duli> yes but I wish It had
[14:59:09] <nexsoftware> Why would it do that when you can add as many as you like?
[15:01:07] <nexsoftware> The other option you have is to clear the content table then add the text again
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[15:01:34] <duli> on setText it should add the text to the label it's been passed when created
[15:01:55] <duli> rather than me keeping a separate reference to a label...and changing the text of this label which I passed to the dialog
[15:02:19] <duli> this.label = label that's what it should have in the constructor
[15:02:35] <nexsoftware> No it should not
[15:02:54] <duli> that's a quite common task I assume
[15:03:01] <duli> so it should've been considered
[15:03:36] <nexsoftware> Anyway, feel free to extend Dialog to do what you want for your use case
[15:03:51] <duli> thanks though you've helped
[15:04:09] <duli> I just checked the dialog class and saw there's no reference to the label
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[15:05:25] <nexsoftware> :)
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[15:50:58] <ben255> ahhaaa
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[16:33:32] <rgr> duli: does it use a stringbuilder maybe?
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[18:51:17] <joelt> any advice on picking a resolution to draw to? (portrait)
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[18:58:09] <Whiskee> depends on the quality and definition of your assets I guess, more often than not targeting the most common resolution and downscaling/upscaling is ok (except for text)
[18:58:36] <Whiskee> low res sucks on tablet and "too" high res destroys budget devices
[18:59:18] <Whiskee> if you don't use mipmapping that is
[18:59:48] <joelt> so go as high rez as works reasonably on a budget device?
[19:00:03] <joelt> so mipmapping is better for text, right?
[19:00:17] <joelt> i think that's what i struggle with most is getting text looking decent.
[19:02:00] <Whiskee> you can use textures as they are and apply a TextureFilter.Linear filter to fonts so that they are still crisp
[19:02:07] <Whiskee> (use them with exact size, never scale fonts)
[19:03:32] <joelt> but if i pick a resolution, and use fonts exact size they are still going to get scaled using even FitViewport
[19:04:14] <Whiskee> depends on what kind of fonts we are talking about, how do you load them?
[19:05:21] <Whiskee> I create them with BMFont (it's like Hiero) at fixed size, I don't create them on the fly with freetype
[19:05:24] <joelt> i load some by .ttf and the other i load as bitmap.
[19:05:48] <joelt> some i'm on both sides at the moment.
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[19:06:33] <Whiskee> "that" kind of sizing isn't bad because you are creating them as needed, I meant scaling pre-rendered fonts is terrible
[19:06:56] <joelt> Whiskee: ah i see, no i've avoided that.
[19:07:20] <Whiskee> not sure how applying filter works with freetype though, soz
[19:07:24] <joelt> im drawing to a 800x480 canvas and on IPhone it looks *meh* (FitCanvas)
[19:07:30] <Whiskee> I just pass minFilter and magFilter to BitmapFontParameter when AssetManager does its thing
[19:08:03] <joelt> yeah. i'm using Linear with min/mag, and setting mipmap to true.
[19:08:06] <Whiskee> and fonts generally all look pretty good with Linear
[19:08:45] <rgr> use a pixel like resolution on the viewport you draw fonts to.
[19:09:55] <joelt> i'm guessing the upsampling on IPhone 6 from 800x480 is just passable, but maybe just moving to 960x640 would make it slightly better.
[19:10:18] <joelt> rgr: not sure i follow... i'm using 800x480 at the moment.
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[19:17:42] <rgr> so you're not scaling to world coordinates for your game. The UI/HUD can have a fitviewport in something close to the font "expectancy" on a "real screen". Assuming youre notprogramming in pixels which you shouldnt be. If you have a ppm conversion in your code then you shouldnt. Much more efficient to use the built in viewport transforms. https://xoppa.github.io/blog/pixels/
[19:18:04] <rgr> (well, generally I would say more efficient)
[19:19:27] <joelt> ah, article looks like what i was looking for.
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[19:29:52] <joelt> rgr: so on my 800x480 virtual screen, i specify my font (one of them) as font size 48, is there something more I could be doing depending on the device resolution?
[19:30:22] <rgr> but yeah I tried (not very hard) scaling fonts down to my "world" scales (the screen viewport showing about 30x20 in those coords) and font rendering to that just didnt work. So I stuck a "screen pixel" like vieport over the top and draw my text to that using project and unproject to convert my world coordinates to "pixel like" coords.
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[19:31:08] <rgr> joelt: I havent bother myself yet since it all looks fine if you target around that : most mobiles arent so far off tablet resolutions that its going to look "that bad" and for what Im doing it looks fine.
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[19:34:10] <joelt> rgr: that article is good, but fonts are conveniently not addressed :(
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[20:09:02] <rgr> no, but my comments above did.
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[20:13:47] <SomeLad> Hey, I have a somewhat interesting question for you guys. Is there a way for me to overwrite the game loop in order to separate rendering and updating? If a player is capable of running only 30 fps (still completely playable), I do not want his ups to go down to 30 as well (not playable).
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[20:17:18] <Xoppa> what does ¨his ups to go down¨ mean?
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[20:28:58] <rgr> Somelad yes. Just call an upd() or "draw()/render()" when you want to : nothign is forcing you to call either.
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[20:54:29] <ben255> in what package do i find the Animation class. all i see is Animator
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[20:55:22] <ben255> nvm g2d but wtf
[20:57:48] <ben255> but dont have g2d
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[20:58:37] <ben255> nvm again, eclipse being an ass
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[21:04:49] <duli> does anyone know how one can set a background image on a table?
[21:04:59] <duli> table ui
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[21:07:29] <duli> such as adding an image to fill the whole table content
[21:08:22] <Kotcrab> table.setBackground
[21:08:33] <SomeLad> After messing around with it for a while, I was able to find something useful.
[21:09:06] <superradish> gentlemen
[21:09:24] <superradish> i have a set of renderers that each get passed a spritebatch at the creation of a stage
[21:09:39] <superradish> when the bodies associated with those renderers are created, they render
[21:09:51] <superradish> however i also have a set of projectile bodies - ones who are created by other bodies
[21:10:05] <superradish> these do not render, though i pass the renderer over with the rest of the bodies
[21:10:59] <duli> yes but it says you need pass Drawable
[21:11:11] <duli> what does it expect exactly
[21:11:20] <duli> how to create Drawab;e
[21:11:40] <duli> Drawable*..sry I am dealing with the ui tables for the 1st time
[21:12:56] <superradish> drawable is an interface
[21:12:57] <Kotcrab> if you want to use texture region you can create TextureRegionDrawable or you can add it to ui skin and do skin.getDrawable(name)
[21:13:11] <superradish> isn't it
[21:13:18] <superradish> so the class you are drawing has to extend it
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[23:00:18] <glordag> I'm sitting here wondering why I feel sleepy while I'm working on my game, and then I realize I've had this sleepy "study music" on for like the past 2 hours. I also just ate pizza a bit ago. I'm not good as mysteries.
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[23:07:21] <Lecherito> glordag: eat another pizza
[23:09:17] <glordag> Lecherito: I switched to "inspirational study music," as well. Now I feel like I'm about to eat pizza and conquer the barbarian invaders, all at once.
[23:10:25] <Lecherito> boo study music
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   September 5, 2015  
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