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[00:20:29] <intrigus> Yeah, Vibration finally works on GWT :)
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[01:41:24] <DZ11> .
[01:41:30] <DZ11> /msg NickServ VERIFY REGISTER DZ11 hzzjynakalth
[01:42:06] <DZ11> :(
[01:43:04] <DZ11> Does anyone know of any good tutorials for an android video chat
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[03:51:32] <One3yed> i can't decide which ad service to use, any recommendations?
[03:56:49] <lapinozz> us the best one
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[04:04:20] <One3yed> admob seems like the best one, because of the amount of support
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[15:54:35] <xrash> I don't know if that's the best channel to ask, but I'm new to Java, Gradle and all that, so where can I read the definitions of the tasks that already exist (such as android:installDebug) and how can I code my own tasks?
[15:54:40] <ftgf2> hola. In my iOS code there is an NPE when I do iosApplication.getUIViewController()
[15:55:05] <ftgf2> why is this happening? I am trying to load admob ads in my iOS project.
[15:55:55] <Tomski> xrash, some of them are plugin tasks, some of them are wrapped in tasks we have written in the build scripts
[15:56:17] <Tomski> You can check out the build.gradle for all the sub projects for tasks
[15:58:37] <xrash> I was able to find some tasks by grepping specific keywords, but wasn't able to grep the installDebug task so I became confused on that.
[15:59:07] <ftgf2> "4" is the last thing that gets printed.
[15:59:21] <ftgf2> and iOSApplication is not null
[16:01:16] <Tomski> Thats part of the android plugin xrash
[16:03:01] <xrash> Tomski: I see, thanks.
[16:03:50] <xrash> Last time I did anything on Android it was still shipping with that ant thing.
[16:04:17] <Tomski> ftgf2, create a new UIViewController
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[16:08:28] <ftgf2> Tomski: but should I later set that as the view controller of the application?
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[16:09:23] <ftgf2> in adView.setDelegate
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[16:24:24] <ftgf2> it seems to be an internal error.
[16:24:44] <ftgf2> documentation for this seems to be really low.
[16:26:29] <Tomski> ftgf2, is iosApplication.getUIVIewController returnning null?
[16:26:40] <ftgf2> Tomski: it throws an NPE
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[16:26:52] <ftgf2> the act of calling it throws an NPE
[16:29:36] <Tomski> Oh you are calling it too early
[16:29:42] <Tomski> LibGDX hasn't be initialized then
[16:30:55] <ftgf2> Tomski: when should I call it then?
[16:34:36] <rgr> eek. migrated to using AtlasSprite and my regions still dont rotate back into place.
[16:35:16] <rgr> oh. have to do it myself. k.
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[16:40:59] <Tomski> ftgf2, probably in didFinishLaunching
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[16:50:03] <abs25> ahmmm
[16:50:18] <abs25> I got an issue
[16:50:26] <abs25> with 3d obj -> g3db converter
[16:50:33] <abs25> idk what paramaters to use
[16:51:40] <Xoppa> `fbx-conv-win32.exe yourfile.obj`
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[16:52:18] <abs25> nevermind I saw some default recommended parameters, but hey ruined it
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[16:52:21] <abs25> works now :)
[16:52:26] <abs25> yeah I am following it Xoppa
[16:52:28] <abs25> amazing tutorials
[16:52:29] <abs25> loving them :D
[16:52:51] <abs25> so where can I get nice online 3d models :D
[16:53:30] <Xoppa> make sure that they aren´t obj files
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[16:55:11] <abs25> so I am looking for g3db?
[16:55:15] <abs25> that file type?
[16:55:25] <abs25> or obj is fine as long as I convert it?
[16:55:34] <Xoppa> no, you wont find anything in g3dj/g3db
[16:55:44] <Xoppa> you´re looking for anything better than obj :D
[16:55:47] <Xoppa> e.g. fbx
[16:55:59] <Xoppa> or collada
[16:56:47] <abs25> can I conver them too on g3db?
[16:56:55] <Xoppa> sure
[16:58:02] <abs25> omg omg omg
[16:58:05] <abs25> this is soo much fun
[16:59:26] <abs25> >why did I think blend is supported format
[17:00:14] <Xoppa> abs25, download and install blender, open the file and export it to e.g. fbx
[17:00:22] <Xoppa> its free and open source
[17:00:34] <abs25> :7
[17:01:01] <abs25> thats a job of an artist
[17:01:04] <abs25> :8
[17:02:37] <Xoppa> something you can add to your cv
[17:03:41] <abs25> what?
[17:03:46] <abs25> converting files in blender :D
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[17:05:06] <abs25> Xoppa, so how are models animated
[17:05:10] <abs25> how do I make it walk
[17:05:12] <abs25> attack and stuff?
[17:05:42] <Xoppa> thats a job of an modeller
[17:05:53] <Xoppa> euhm animator
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[17:13:43] <duli> hello
[17:13:57] <duli> has anyone managed to implement gdx-pay successfully in their project?
[17:15:17] <Xoppa> yes
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[17:18:03] <duli> github?
[17:21:35] <Xoppa> you always fun when you get all sorts or errors..
[17:21:43] <Xoppa> *you=yeah
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[17:29:52] <duli> that's why I am looking for someone who's done it
[17:29:57] <duli> and it works
[17:31:12] <abs25> Xoppa, in tutorial it sayts to export to fbx, but on suported files u showed it wasnt listed
[17:32:03] <Xoppa> duli, it might help if you actually show the problem, otherwise it will be very hard for us to help you
[17:32:22] <Xoppa> abs25, you mean the autodesk link?
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[17:32:51] <Xoppa> first line on that page: ¨The FBX SDK can: Import FBX files compatible with FBX file format versions 7.3, 7.2, 7.1, 7.0, 6.1, and 6.0¨
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[17:34:13] <abs25> hmm model has tooo many verticies
[17:34:17] <abs25> what da gell
[17:34:50] <Xoppa> you cant just use any model and expect it to be suitable for realtime rendering on all platforms
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[17:35:23] <Xoppa> make use to use ¨low-poly¨ models
[17:36:20] <UnGraphicsGames> Hi!, someone knows how to use proguard on a jar exported with android studio?
[17:36:35] <abs25> I hope I can transform i tto low poly in blender right?
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[17:38:28] <Xoppa> UnGraphicsGames, proguard is the step before dexing (and after creating the jar) so you would do that just like you normally would when creating an apk
[17:39:11] <Xoppa> abs25, sure, but if this is the first time you´re playing with it then you might want to start with low poly models instead
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[17:42:16] <UnGraphicsGames> I think that android studio dont explort the libs with the jar file
[17:42:17] <Xoppa> stupid frames
[17:42:31] <absof25> cant find any Xoppa , hard to find low poly in supported formats
[17:43:23] <Xoppa> supported format? you have blender now dont you? you can virtually use any format you like
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[17:46:44] <Xoppa> why do you want to use android studio for copying files?
[17:47:06] <UnGraphicsGames> I do my game with it >_<
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[17:48:13] <Xoppa> perhaps think out of the box and use an alternative way to copy files...
[17:49:48] <UnGraphicsGames> I think i need eclipse for do that step, when I use proguard on the jar file created with android studio, it just exploded but the game runs fine so i dont know what is happening
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[17:51:04] <UnGraphicsGames> But thank you anyway, and thanks for the 3d tutorials too! =D
[17:51:09] <Xoppa> so because proguard exploded on a jar you think that you need to use a different ide? how is that related?
[17:51:47] <UnGraphicsGames> because i think android studio don't put the libs inside the jar
[17:52:32] <Xoppa> the ide simply calls the jdk
[17:52:35] <UnGraphicsGames> I use only the libgdx core, not bullet or box2d
[17:52:57] <Xoppa> what is the actual thing you´re trying to achieve?
[17:53:17] <UnGraphicsGames> I have atm the game running fine on a jar file
[17:53:30] <UnGraphicsGames> i whant that same thing but with proguard
[17:53:47] <Xoppa> so you´re targeting desktop
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[17:53:48] <Xoppa> ?
[17:53:54] <UnGraphicsGames> yep!
[17:54:25] <UnGraphicsGames> i already have the game on android running perfectly with proguard
[17:54:38] <Xoppa> then take the jar that you use to run your game (which must includes everything required otherwise it wouldnt run) and proguard that
[17:55:08] <UnGraphicsGames> That is exactly what i'm doing all the day haha
[17:55:32] <UnGraphicsGames> And show errors like "can't find that class..."
[17:55:33] <Xoppa> dont use an ide for that
[17:56:03] <UnGraphicsGames> nono I use proguard for that step
[17:56:07] <UnGraphicsGames> not the android studio
[17:56:18] <UnGraphicsGames> i only use the android studio for generate the jar
[17:56:23] <UnGraphicsGames> and runs fine
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[17:56:50] <Xoppa> so you have a problem with proguard that is in no way related to your ide
[17:57:06] <Xoppa> did you actually verify that the jar runs on a different machine?
[17:57:10] <UnGraphicsGames> maybe
[17:57:18] <UnGraphicsGames> nop
[17:57:26] <Xoppa> then how do you know that it runs fine?
[17:58:19] <UnGraphicsGames> I don't know how to answer that
[17:58:43] <absof25> Xoppa, what if model loaded is HUGE?
[17:58:53] <mobidevelop> !!!
[17:59:01] <Xoppa> UnGraphicsGames, first make sure that the jar actually runs fine before trying to proguard it
[17:59:23] <Xoppa> absof25, size doesnt matter
[17:59:34] <Xoppa> you can scale it down if you like
[17:59:39] <Xoppa> preferable in blender
[17:59:46] <absof25> ok
[17:59:51] <absof25> I just got a penguin in my game
[17:59:52] <Xoppa> make sure to bake the scale
[17:59:53] <absof25> :D
[17:59:59] <absof25> I need artist
[18:00:01] <absof25> ...
[18:00:04] <absof25> gona work with cubes for now
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[18:00:14] <absof25> I aint good with art tools
[18:00:46]
<wulax> Xoppa: I don't expect you to help with the navmesh stuff I mentioned earlier, but if you are interested, here my problem is illustrated http://i.imgur.com/O9nHf84.png. White lines are navmesh triangles, cyan are their connections, red dots are centroids/path nodes. I was planning on finding the intersected triangle, thus the goal node, calculate the path by cyan lines, then smooth the path, as described in
[18:00:47] <UnGraphicsGames> I'm almost sure the jar file is ok, the problem is when i try to apply proguard and it can't find the libgdx classes, the game class files don't have any problem
[18:01:10] <wulax> Damn, another long line, maybe I should use the formum...
[18:01:21] <mobidevelop> Longest of lines
[18:01:29] <absof25> I dont even know why I dont get my model textured
[18:01:33] <absof25> but whatever :7
[18:01:51] <absof25> do I have to copy the texture in assets folder
[18:01:58] <absof25> or its exported with themodel in fbx format?
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[18:02:22] <Xoppa> wulax, looks cool!
[18:02:45] <wulax> It is a fun project :D
[18:02:58] <Xoppa> UnGraphicsGames, almost sure != sure, so not sure. Never assume!
[18:03:28] <Xoppa> absof25, fbx-conv doesnt support embedded textures, so you must copy the texture indeed
[18:03:37] <UnGraphicsGames> OK! give me a sec and i try it on another pc haha
[18:04:05] <absof25> still doesnt work
[18:04:13] <absof25> do they have to be named with same name?
[18:04:18] <Xoppa> ofcourse
[18:04:37] <Xoppa> absof25, export to g3dj (fbx-conv -o G3DJ file.fbx)
[18:04:49] <Xoppa> then open the resulting file using a text editor
[18:05:04] <Xoppa> that allows you to see what is actually happening
[18:06:10] <Xoppa> the material contains the texture name which must (and probably is) the same as the name of the texture you used in blender
[18:06:24] <Xoppa> *filename
[18:07:20] <UnGraphicsGames> runs perfect! -_-U
[18:08:53] <Xoppa> UnGraphicsGames, yay, so the jar contains everything required to run
[18:09:02] <Xoppa> then it´s not an ide issue
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[18:09:24] <UnGraphicsGames> that seems
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[18:12:06] <absof25> I got it in that file format, ctrl+f "texture" no occurences found
[18:12:08] <absof25> its not even using it
[18:12:57] <Xoppa> then the model doesnt contain an uv mapped material that is using an external diffuse texture
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[18:14:30] <absof25> need to hire an artist
[18:14:38] <absof25> this is way too much stress not coding for 2 hours
[18:16:46] <UnGraphicsGames> I can record you how I make the jar file if you want
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[18:17:41] <Xoppa> UnGraphicsGames, perhaps start by saying the actual problem, which error do you get?
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[18:20:40] <Xoppa> that´s pretty self explaining
[18:20:47] <Xoppa> what is your problem with that?
[18:21:43] <UnGraphicsGames> I whant make the jar ofuscated, and I need fix the warnings first so, how I can do that? >_<
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[18:22:13] <UnGraphicsGames> yes, I load that file in proguard
[18:22:14] <Xoppa> like the GdxBuild and jnigen lines are literally in there
[18:22:33] <Xoppa> well then somewhere it doesnt pick it up
[18:22:46] <Xoppa> perhaps dont use the ide but simply run it from command line
[18:24:23] <Xoppa> you probably want to preserve/dontwarn for anything with org.lwjgl.** as well
[18:25:52] <UnGraphicsGames> I'm going to try that thank you =)
[18:26:26] <Xoppa> btw, UnGraphicsGames, if you have some config that works for you then please consider sharing it (e.g. on the forum or the wiki), it might help others as well
[18:27:11] <UnGraphicsGames> That's for sure, if i can do this work i will post that or make a youtube tutorial
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[18:30:58] <UnGraphicsGames> same warnings using the console T_T
[18:33:06] <mobidevelop> Warn all the ways
[18:33:07] <Xoppa> somehow it is not using the -dontwarn directives then, perhaps try a clean new project/folder/jar/proguardfile
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[18:33:55] <Xoppa> what´s the command you´re using?
[18:34:53] <UnGraphicsGames> java -jar proguard.jar proguard-project.txt
[18:34:56] <Xoppa> ¨java -jar proguard.jar @proguard-project.txt -injars yourfile.jar¨ or something like that
[18:35:05] <Xoppa> no @?
[18:35:12] <UnGraphicsGames> yep i misspell
[18:35:25] <UnGraphicsGames> and inside the file
[18:35:32] <UnGraphicsGames> an the other stuff
[18:35:36] <Xoppa> pastebin it
[18:35:42] <UnGraphicsGames> sure
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[18:37:05] <Xoppa> why is there android in there?
[18:37:37] <Xoppa> copy pasted i guess :D
[18:37:55] <UnGraphicsGames> Shall i remove that?
[18:38:00] <UnGraphicsGames> yep >_<U
[18:38:04] <Xoppa> remove the android and box2d stuff (you arent having that in your jar anyway)
[18:38:34] <UnGraphicsGames> done
[18:38:39] <UnGraphicsGames> let's try it
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[18:39:20] <Xoppa> does it still warn you about e.g. org.lwjgl.* while you said it not to do so?
[18:39:35] <Xoppa> or GdxBuild etc
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[18:40:17] <UnGraphicsGames> Still same warnings
[18:40:36] <UnGraphicsGames> this is annoying X_X
[18:42:01] <Xoppa> no clue, perhaps create a sscce.org
[18:42:36] <mobidevelop> Silly proguard
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[18:59:36] <AndroUser> hi
[19:00:26] <UnGraphicsGames> hi
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[19:12:31] <warmwaffles> wish Batch had a `pushColor` and `popColor`
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[19:25:52] <UnGraphicsGames> the problem was the optimice, with -dontoptimize now i can obfuscate without problems, but now the game just don't start T_T
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[19:26:18] <Ashiren> this way no one will steal your game. cleveer
[19:26:43] <UnGraphicsGames> I know that! haha
[19:26:49] <Tomski> warmwaffles, wai
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[19:27:51] <warmwaffles> I have a few times where I need to push a color onto the batch while I draw, then reset the color back to the previous color.
[19:28:15] <Xoppa> extend it
[19:28:31] <warmwaffles> I guess I should probably put the selected state onto the object itself instead of being clever =/
[19:33:08] <One3yed> does rendering a Sprite do something to the SpriteBatch that blocks the previous texture drawing?
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[19:33:42] <One3yed> I'm drawing my background as a texture, then drawing my Sprites, but it doesn't render the background if its before
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[19:34:48] <warmwaffles> no, Sprite is just a nice little scene2d wrapper around a TextureRegion
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[19:40:05] <One3yed> alright, thanks, I found the issue, there was a sneaky glClear in the rendering
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[20:08:02] <Adnn> What the arrays
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[20:09:05] <Xoppa> yay UnGraphicsGames! don´t forget to contribute your findings
[20:09:30] <UnGraphicsGames> Sure! :D
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[20:13:42] <DZ11> Is there a guide anywhere that tells you how to add video chat to your android app?
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[20:20:28] <kdarknight1> DZ11, doesn't sounds easy
[20:20:50] <kdarknight1> You will need a server to handle video bandwidth at real-time
[20:22:10] <kdarknight1> Maybe something like xmpp server
[20:22:22] <DZ11> kdarknight1 is there a guide on how to do it online or an ebook ?
[20:22:56] <kdarknight1> Google it, that's what everyone else do
[20:24:18] <Ashiren> no i dont
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[20:24:42] <DZ11> :( might have to. I always like to ask because someone might know of or have a guide somewhere thas really good
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[20:34:24] <kdarknight1> There is a video on this DZ11, or vertisium YouTube channel. It's a disease actually from which we all are suffering :P
[20:34:33] <kdarknight1> On*
[20:35:27] <abs25> Xoppa, what did you say about texture bind to fbx model export? how should it be done?
[20:36:29] <kdarknight1> EvilEntity, I hope you don't mind if I share your github game link to people here and there?
[20:36:46] <EvilEntity> its on github, why would i care
[20:36:58] <kdarknight1> Good
[20:37:25] <Xoppa> abs25, which texture bind?
[20:37:47] <abs25> exported model to fbx, converted it ,loaded in game, no texture
[20:37:53] <abs25> question is why
[20:38:01] <abs25> I opened it in json format thing
[20:38:05] <abs25> no texture specified at all
[20:38:07] <Xoppa> check the g3dj file
[20:38:22] <Xoppa> so there´s no texture in the fbx specified
[20:38:49] <abs25> I did check g3dj, no texture specified
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[20:39:34] <Xoppa> ¨If you have used Blender's FBX export script, please ensure your textures were assigned to a UV map, as the export script only supports texface textures, go to edit mode, in UV/Texture editor select the texture/image that you want to export with the object.¨
[20:39:46] <Xoppa> perhaps that is your problem
[20:39:57] <Xoppa> or you are using embedded textures which are not supported
[20:40:28] <abs25> please ensure your textures were assigned to a UV map
[20:40:33] <abs25> ^ idk what the hell is that
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[20:40:57] <abs25> idk
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[20:42:16] <Xoppa> in the same sentence it explains you how to check it
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[20:43:54] <Xoppa> unfortunately i dont know blender myself, so if you need more help about using blender then someone else might be a better help
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[20:44:06] <Xoppa> *unfortunately=fortunately
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[21:13:38] <warmwaffles> Xoppa: that's some fucked up logic
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[21:25:22] <Xoppa> it is?
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[21:38:36] <wulax> I like blender, but the coordinate system conversion was a nightmare until I realized fbx-conv doesn't actually rotate the vertices. I know it says it doesn't in the wiki, but I fail at reading comprehension sometimes.
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[21:44:51] <Ten_> Hey, don't you guys know what could be causing a screen tearing? Only in windowed mode on desktop.
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[21:53:45] <Voltasalt> Why are my bitmap fonts black?
[21:53:46] <Tomski> vsync on?
[21:53:50] <Voltasalt> they're white in the png
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[22:02:17] <Ten_> Tomski, yeah it is. by the way, it works ok when setting foregroundFPS to 0.
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[22:41:22] <ASneakyFox> Voltasalt, what program did you use to make the fonts
[22:41:38] <Voltasalt> ASneakyFox, bmfont, but I fixed it
[22:41:53] <ASneakyFox> oh ok, cool :)
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