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   September 22, 2015  
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[00:19:41] <mrk> hi. my app is using more memory than it should on ios. I see a lot of CFData objects that are 256KB each (they add up around 90MB) and I dont know what those are
[00:19:55] <mrk> i see it on instruments
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[00:34:11] <cobolfoo> maybe robovm dependencies ?
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[00:35:00] <mrk> idk but they never get disposed
[00:35:08] <mrk> or deallocated
[00:35:14] <rgr> hmm after all that there is an issue: createSprites doesnt keep a natural postfix order like fetchRegions thus messing up the animation.
[00:35:18] <mrk> they grow when i write to files
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[00:42:10] <dajos7> hi guys
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[00:59:04] <mrk> if i disable all prefs.flush() the problem desappears
[01:00:21] <dajos7> what problem?
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[01:01:19] <mrk> a problem i talked about b4 you got in. my issue is that my app is using more memory than it should on ios. I see a lot of CFData objects that are 256KB each (they add up around 90MB) and I dont know what those are.
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[01:06:13] <mrk> https://www.filepicker.io/api/file/X0RsYavTqey3pTBGU8HP
[01:06:35] <dajos7> hm strange
[01:06:54] <mrk> yup
[01:07:23] <mrk> i do a lot of consecutive flushes but still i would imagine that whatever those are they'd get deallocated eventually, but no
[01:07:56] <dajos7> are CFdata object something iOS related?
[01:08:08] <mrk> yes
[01:08:40] <mrk> i think it's something with the iOSPreferences.java because it doesnt happen on any other device
[01:09:07] <dajos7> maybe you found a bug ?!
[01:10:12] <mrk> idk.. i dont know if the problem is mine or not. all I know is that this happens on prefereces.flush(); because when I dont call that the memory leak desappears
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[01:29:09] <gentlemandroid> Hello ppl
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[03:32:54] <Symatix> making motion blur shader.. cannot clear alpha-channel properly :\ it leaves small residue for some reason.
[03:33:15] <Symatix> is it impossible to clear alpha-channel or is this somekind of blending issue or what could be the cause for such?
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[03:49:27] <Symatix> :D oh I think I accidentally resolved it somehow..
[03:54:07] <Symatix> Haven't seen magic in world of programming for a long time..
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[04:08:10] <waterCreature> anyone online?
[04:09:06] <Symatix> yeap
[04:12:25] <TEttinger> ask away
[04:12:39] <waterCreature> it's not about libgdx :(
[04:14:47] <waterCreature> i am doing a machine learning course and the assignment ask us to "label" points depending on the positive or negative of the value, I am not sure what label means, is it like putting in a list?
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[04:25:28] <TEttinger> waterCreature: uh... have you been in a high school math class taught in english before?
[04:25:51] <TEttinger> label the x and y axes
[04:26:40] <TEttinger> I'm assuming this is a language thing and not a fundamentals thing
[04:27:15] <waterCreature> is that really the same label? I really doubt it. I was thinking it's more like a bucket.
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[04:27:24] <waterCreature> http://www.pasteall.org/pic/93379
[04:28:24] <TEttinger> it... it says exactly how to generate the labels
[04:30:00] <TEttinger> there is a gap in that, oddly
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[04:30:57] <TEttinger> it doesn't say what to generate if the 75% probability didn't happen... I guess it doesn't get a label
[04:31:53] <TEttinger> also, weirdly it asks to draw the testing points, but to deliver the training points
[04:32:21] <waterCreature> fml
[04:32:22] <TEttinger> also jpg is a bizarre choice because it's a lossy format!
[04:32:32] <TEttinger> is this an online course?
[04:32:34] <waterCreature> i just want to be drugged
[04:32:36] <waterCreature> no.
[04:32:58] <TEttinger> is this a devry university kind of technical training course?
[04:33:00] <waterCreature> i am in the machine learning class with that lecture talkking about cross validation in front of the class
[04:33:15] <waterCreature> lecturer* talking*
[04:33:57] <waterCreature> i am not sure what you mean by devry university, but yes, it's a university course.
[04:35:02] <TEttinger> I guess the binary label thing is using binary in the math sense not the base-2 sense. so it could mean (has value or has no value) or it could mean (1 or -1 are the only possible things).
[04:35:30] <cobolfoo> Do you like my anims? http://imgur.com/a/Ydu7i
[04:35:38] <cobolfoo> they are supposed to play side by side
[04:35:43] <TEttinger> devry university and related for-profit technical colleges are uh the leading cost of student loan debt in america
[04:36:04] <waterCreature> oh, okay, i am in debt also.
[04:37:50] <waterCreature> born into this world because parents were horny one night and brought up and do shit like other people do and try to survive while drowning in debt.
[04:37:59] <waterCreature> yayyy. fml
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[04:39:12] <cobolfoo> fml ?
[04:41:32] <TEttinger> the main advice to give I suppose is "either they taught this in an earlier course and you weren't there that day, so maybe just struggle for a while until things settle down" or "if you're at a for-profit college they need to find a reason to give you less than an A on your final grade, they're diploma mills and they care about taking your money not giving you education"
[04:41:46] <TEttinger> no idea what college type it really is though
[04:41:58] <TEttinger> devry, university of phoenix, any college that advertises on TV
[04:42:20] <TEttinger> generally a bad sign to see a TV ad for your college on anything but a college football game
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[04:42:44] <waterCreature> i don't really watch tv, but they advertise it on bus and trains.
[04:42:52] <TEttinger> uh
[04:42:54] <TEttinger> locally?
[04:43:10] <TEttinger> if it's an area college that makes sense
[04:43:13] <TEttinger> kinda
[04:43:20] <waterCreature> it's in singapore.
[04:43:32] <TEttinger> no idea what the situation in singapore is
[04:43:59] <TEttinger> I suspect most schools in singapore are legitimately hard
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[04:46:10] <TEttinger> singapore is pushing for a lot of advanced degrees to help strengthen their employable workforce, I think there was something a few years back about an ambitious push for some large number of math/science/engineering grads
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[04:46:33] <TEttinger> sorta the opposite of what's going on in the US
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[04:48:29] <waterCreature> oh well, in my uni, we have to take literature as well, mandatory, and they are so lame. their translation of the sky is blue, goes from the author's is trying to say the sky is blue to limitless list of translations.
[04:48:51] <TEttinger> that's... what a literature course is
[04:49:12] <TEttinger> literature is interpretable, it isn't a formal language
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[04:50:16] <TEttinger> is this your first year at this uni?
[04:50:22] <waterCreature> no, final year.
[04:50:28] <waterCreature> fmul
[04:50:30] <waterCreature> :D
[04:50:34] <TEttinger> that explains the machine learning
[04:50:44] <TEttinger> I was wondering when they teach that...
[04:51:14] <TEttinger> I would hope there was some statistics course you took before this, because machine learning is heavy with it
[04:51:30] <TEttinger> statistics or probability or whatever ter
[04:51:31] <TEttinger> m
[04:51:57] <waterCreature> yes, statistics and probability
[04:52:03] <waterCreature> combined into one 3 month course..
[04:54:25] <TEttinger> I'd recommend trying to remember whatever was in that and/or finding your textbook (or a *cough* online copy)
[04:54:38] <TEttinger> since if this doesn't use it something will
[04:55:31] <TEttinger> might be a good idea to hop into ##math , the freenode math channel, and ask for clarification on the language used
[04:56:44] <TEttinger> (and since you aren't asking them to do the homework for you since it involves a plot, you don't have the "solve my homework, internet" problem)
[04:58:00] <waterCreature> I still have no idea what or how to relate what the lecturer is talking to the assignments.
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[05:48:49] <menderleit> Hello
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[09:30:33] <ben255> anyone that can help with a component system?
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[09:32:30] <wulax> ben255: no idea, maybe just explain the problem?
[09:33:16] <vurpo> good advice for any channel in which people come and ask questions
[09:34:03] <ben255> i wrote a animationsystem but for some reason it doesnt render the sprite. the values are correct and it seems to find something. but the image is rotated 90 and invisible
[09:36:14] <ben255> when i print the length and width of the sprite its the correct values tho :/
[09:36:34] <ben255> but rotated so rows are columns :p
[09:40:24] <ben255> nvm, its not rotated :p but still not visible
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[09:41:56] <wulax> not sure, I haven't done much 2d animation. maybe you are drawing it off-screen accidentally?
[09:42:14] <Ashiren> huh
[09:42:15] <rgr> If its rotated 90 its probably because the TexturePacker has rotated it. You're using regions?
[09:42:28] <rgr> oh its not.
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[09:43:56] <rgr> you've stepped through with the debugger? probably not I guess since I ask you this everytime. dont print lengths and widths, step through and examine then : no code changes required which may introduce other bugs. Provide the code.
[09:44:38] <rgr> other things to check are your camera position compared to sprite position and viewport size.
[09:45:25] <ben255> the animation works when i run it as a static method in my playersystem. but wanted a component since its better :p and now its not doing what it should. but code one sec
[09:46:55] <rgr> static method in my playersystem? That really makes no sense out of context.
[09:47:11] <rgr> how are you creating your sprites? from an atlas?
[09:47:44] <rgr> and what does "wanted a component since its better" mean? What a component?
[09:47:57] <wulax> probably he is using Ashley and extends one of the built in systems
[09:48:53] <wulax> a Component is also an Ashley thing
[09:48:57] <ben255> the camera is set to follow the sprite so
[09:49:26] <ben255> no im using viseditor and he uses artemis
[09:50:12] <ben255> since i will add enemies later that probly will be animated. dont want to add that code everytime
[09:51:20] <ben255> http://pastebin.com/hYV3ZVCz
[09:51:23] <ben255> thats the system
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[09:58:04] <wulax> ben255: it is hard to tell what the problem could be, I would recommend just stepping it through a debugger using breakpoints
[09:59:41] <wulax> as rgr said...
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[10:16:04] <ben255> ahhh
[10:16:51] <ben255> ofc its not my code :p (partly) forgot to add something since that damn textureregion changes the spritesize. but forgot to save the previous size :D
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[10:22:44] <ilariel> About asset reloading on android: Using Texture.setAssetManager isn't really preferred method for now. So are non-texture assets still loaded in memory and I should just reload and recreate my texture/opengl instances or is it just best practise to recreate the whole AssetManager?
[10:23:07] <rgr> what previous size?!??
[10:24:01] <ben255> or the sprites current size. but the textureregion scales it when i add it into it. but gotta walk the dog and go service the car so will be back
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[10:24:48] <rgr> add it into what?!?
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[10:26:26] <rgr> ilariel: Im not sure what you're asking. the AssetManager loads things into memory yes. it takes care of things for you. its why (one of the reasons) its there. Im not sure what you mean by "opengl instances" here.
[10:27:32] <ilariel> rgr: any objects which use textures and such
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[10:28:56] <rgr> you dont need to recreate anything. the assetmanager manages the assets.
[10:29:20] <rgr> I wouldnt call something that "uses" a texture region an "opengl instance".
[10:29:54] <ilariel> So everything besides the textures are alive for sure after resuming?
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[10:32:46] <rgr> set a breakpoint in the debugger and check.
[10:33:06] <rgr> what do you mean "besides" the textures btw?
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[10:33:35] <rgr> if you swap away and then bring, say, the android app back then the textures etc are still there yes.
[10:34:30] <TEttinger> ilariel: is this a static variable thing?
[10:34:38] <TEttinger> the concern?
[10:36:26] <TEttinger> some libgdx classes handle the re-creation of any of their own static state on their own by using lifecycle listeners internally. Timer is one of them, it has a static singleton array that actually holds several Timers, and it re-initializes them to the appropriate state if they linger a bit too long and the user closes and restarts the game.
[10:36:37] <TEttinger> I suspect AssetManager does some similar handling internally
[10:37:45] <TEttinger> nope nvm
[10:38:19] <rgr> I think that might be complicating things a little. He just wants to know if assetManager keeps its assets. And the answer is yes I think : or it does here.
[10:38:29] <rgr> its kind of why its there.
[10:39:53] <TEttinger> ah! I see the issue
[10:39:57] <TEttinger> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/Texture.java#L270
[10:40:32] <TEttinger> setting the assetmanager really does what it says, it manages the assets
[10:40:41] <TEttinger> if the context is lost it loads them back
[10:41:04] <TEttinger> that's why it's static, it will stick around even if context is lost and load them again if the user resumes
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[11:34:16] <rgr> its static because all textures should be using the same assetmanager.
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[11:45:36] <Sablier> hello :)
[11:45:36] <ben255> rgr
[11:46:08] <Sablier> is it possible to have underlined fonts in libgdx ? I see nothing like that...
[11:46:30] <Sablier> the only possibility left is to have pre-underlined bitmap font ?
[11:46:44] <ben255> let me explain. the canvas is set to -5, 5 on x y. the sprite then is 1.72 or something. then the texture is 59, 169. but since i animate the sprite thinks it that size and thats why i have to save the sprite width and height
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[11:58:32] <rgr> I really have no idea what you mean. A sprite has a size into which the texture is drawn : the underlying texture "pixel size" is something completely different. You should never have to even look at those.
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[11:59:01] <ben255> have to cuz its a spritesheet
[11:59:06] <rgr> but again you provide no code so its impossible to see what you're doing wrong.
[11:59:15] <rgr> no you dont. you should be using TextureRegions.
[11:59:22] <ben255> am i not?
[11:59:25] <ben255> i did link code
[11:59:29] <ben255> you didnt look at it
[11:59:54] <rgr> missed it. hang on.
[12:00:23] <ben255> and its nothing wrong, i fixed it. size it was a problem with thesize cuz textureregions change it or something
[12:00:23] <rgr> wowa.
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[12:00:35] <ben255> since*
[12:00:44] <rgr> why are you accsing U,V etc? YOu dont need to do that. Atlas gives you an array of textureregions.
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[12:01:10] <rgr> with that you can instantiate an Animation.
[12:01:19] <rgr> You do know about Animation class?
[12:01:31] <ben255> am i not useing the animation class?
[12:01:56] <ben255> got a hashmap with the animations in it
[12:02:18] <rgr> you have it there but then you are storing regions again and then for some reason accessing U,V etc in the setRegion call.
[12:02:42] <rgr> Atlas gives you the regions. You should never have to use U,V etc (well almost never I guess)
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[12:03:04] <ben255> im useing viseditors api so cant find another workaround
[12:03:28] <rgr> twhat?
[12:03:35] <rgr> viseditors api?
[12:03:49] <ben255> well so i can read the maps
[12:03:52] <rgr> also the layout of that code makes it almost impossible to read at first glance.
[12:04:05] <rgr> eg see line 73
[12:04:20] <rgr> another workaround for what?
[12:04:32] <ben255> different animations in a spritesheet
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[12:04:37] <ben255> jump, hit, duck
[12:04:38] <ben255> etc
[12:05:11] <rgr> Youve lost me. sorry. you get the animations with one call to Atlas.fetchRegions passing the animatin region name.
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[14:31:29] <rgr> gah. trimmed regions. still not working properly. with trimming in the atlas the frame positions are wrong (albeit properly un-rotated) . And at the point I draw them I cant access offsets. with trim on (rotate on) : https://youtu.be/aHOmsCqYgf8?t=10s . Trim off (rotate on) : https://www.youtube.com/watch?v=kAEeYhZG0fA&feature=youtu.be ...
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[14:40:48] <chandujr> hey anybody here??
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[14:41:06] <chandujr> i want to know how I can integrate facebook in my game
[14:41:48] <chandujr> I found this library: https://github.com/TomGrill/gdx-facebook
[14:42:11] <chandujr> It's a cool plugin and it reduces the work a lot
[14:42:14] <chandujr> but
[14:42:28] <chandujr> there's a problem getting the access token
[14:42:39] <chandujr> somebody know about this??
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[14:47:12] <mobidevelop> rgr: why can't you access the offsets? You can certainly cast to an AtlasRegion
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[16:24:22] <rgr> just back. checking now.
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[16:34:54] <mk1> kdarknight: https://youtu.be/v2Qo3S1TIjI
[16:36:47] <kdarknight> mk1, is it a modified implementation of mattdesl finger swipe? That tail looks cool
[16:39:04] <mk1> uhm no, my own implementation. but it works the same
[16:39:07] <kdarknight> And I can't run the app. Crashes with Opsiee daisy toast
[16:39:20] <mk1> 0.7.2?
[16:39:47] <kdarknight> Yeah
[16:40:25] <mk1> have you sent a report?
[16:40:53] <kdarknight> Report might be blocked by my firewall :P
[16:41:06] <mk1> o,0, android firewall?
[16:41:18] <kdarknight> Are you trying to write on external SD card by any chance?
[16:41:36] <kdarknight> Xprivacy firewall
[16:41:52] <kdarknight> It's a android xposed module
[16:41:57] <mk1> Gdx.files.local("PinballRush.dat").writeBytes(stream.toByteArray(), false);
[16:42:08] <mk1> which should not be external sd
[16:42:36] <kdarknight> Have you tested this on Android version 4.4?
[16:43:15] <mk1> 5.0.1
[16:43:38] <kdarknight> Let me turn off xprivacy then
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[16:44:47] <rgr> Atlas.createSprites() returns "Sprites". in the case of trimmed it returns AtlasSprite, else a bog standard Sprite. both via TextureAtlas.newSprite(atlasRegion). The offsets are not available that I can see - Id have thought theyd be sized to be that of the original so no need for the offsets.
[16:45:09] <kdarknight> mk1, report sent
[16:45:28] <kdarknight> Even after turning off xprivacy, it crashes as soon as it starts
[16:46:01] <kdarknight> Btw how did you added this crash report thingy? And lib?
[16:46:04] <kdarknight> Any*
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[16:52:32] <mk1> kdarknight: https://github.com/d-a-n/acra-mailer
[16:53:17] <mk1> and it's in interesting error. returns a noclassdeffound error, but this time on another class than on a different device
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[16:53:36] <mk1> at first I thought it's a facebook sdk problem but not it's a class of my core source
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[17:04:33] <rgr> mobidevelop: any hints or pointers appreciated. my game object takes the animation sprite and updates its pos to that of the b2d body the game object represents. here s is a animation frame from the Atlas.createSprites() array. https://gist.github.com/rileyrg/2ef934ba19d6f3950277
[17:05:04] <rgr> thought it was working last night but Id only tested a atlas rotated region and not one that was trimmed too.
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[17:08:37] <mk1> kdarknight: just uploaded a new version, should be available soon. could you please try again then (and if it crashes again, add your nick as comment, so I can match it to your device)?
[17:10:41] <kdarknight> Okay
[17:10:51] <mk1> thx
[17:10:58] <mobidevelop> Sorry rgr, at work, don't have time
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[17:19:42] <rgr> k
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[17:38:06] <Jikul> I have a really dumb question, but after I've added some dependencies to my build.gradle file, what do I do then? Do I have to add some files to my project?
[17:38:19] <Jikul> I'm trying to install gdx-dialogs and it's not working.
[17:38:34] <[twisti]> how is that 'not working' exhibiting itself ?
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[17:38:54] <Jikul> I think it's more the fact that I don't get gradle.
[17:39:07] <[twisti]> thats possible
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[17:39:22] <[twisti]> but if your only problem is that you dont understand gradle, then it sounds like everything is working fine
[17:39:26] <[twisti]> and you can just keep coding
[17:39:35] <[twisti]> understanding gradle is not required
[17:40:05] <Jikul> After I've added the stuff to my build.gradle, do i need to do anything else? Like downloading the library from the github repo or something?
[17:40:43] <Jikul> Because when I try to use some code from the library, it's asking me if I want to create a new class
[17:40:59] <Jikul> which I assume is because the library is not found
[17:41:19] <[twisti]> what ide do you use ?
[17:42:16] <rgr> If you added the dependency to gradle it should just work assuming your IDE IS using gradle.
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[17:42:37] <Jikul> I use IntelliJ
[17:43:08] <[twisti]> i dont know idea well, but try right clicking the project and look for something like gradle/refresh
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[17:46:04] <rgr> in intellij as soon as you modify a gradle file it prompts you to sync automatically.
[17:46:45] <isdera> do you guys have any advice on 3d model LODs..? i have a detailed model, but when the camera is far away, i'd like to hide some of the detailed polygons. I'd prefer to do it without creating a separate low-detail model.
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[17:51:08] <rgr> Jikul: pastebin your build.gradle and say which bit you added.
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[17:55:17] <Jikul> http://pastebin.com/VXN1t9i8
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[17:55:34] <Jikul> I added the a line under the desktop, core and android
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[17:55:46] <Jikul> something like compile "de.tomgrill.gdxdialogs:gdx-dialogs-desktop:0.2.0-SNAPSHOT"
[17:55:59] <Jikul> But for the appropriate platform
[17:56:09] <Jikul> Just as the github page told me
[18:01:25] <wulax> Jikul: Did you try the refresh button on the Gradle tab? It should be on the right side toolbar
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[18:03:31] <Tadas_> not libGDX releated, but don't you know what should I try to achieve a laser effect like here ( https://upload.wikimedia.org/wikipedia/commons/0/0e/Laser_play.jpg )?
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[18:04:04] <Jikul> As a trail?
[18:05:12] <Tadas_> yeah
[18:05:17] <rgr> just delete and undo something in the gradle file. Intellij should prompt you to sync. WHat version of intellij?
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[18:06:09] <isdera> wulax that is a badass effect >_<
[18:06:10] <rgr> eg http://imgur.com/GKN28t0
[18:07:04] <wulax> isdera: I think you meant Tadas_ :)
[18:07:44] <wulax> but yes, it looks badass
[18:08:28] <Tadas_> why? or something like https://upload.wikimedia.org/wikipedia/commons/e/ea/Laser_module.jpg
[18:09:11] <rgr> Jikul:?
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[18:11:36] <wulax> Tadas_: badass means really good, not bad :)
[18:13:40] <Tadas_> Oh seriously? :D My bad
[18:14:52] <Jikul> rgr: Nothing comes up
[18:15:55] <Jikul> Ah!
[18:16:11] <Jikul> What you said. I found a way to manually sync it
[18:16:14] <Jikul> And it wokred!
[18:16:16] <Jikul> worked*
[18:16:23] <Jikul> Thanks!
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[18:22:53] <rgr> excellent. but what version of inteelij? it should auto prompt.
[18:24:29] <Jikul> 14.1.4
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[18:41:41] <rgr> im using EAP 15 community edition but i thought that version should prompt too.
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[18:47:24] <rgr> mobidevelop: solved.... Idiot that I am. I'd selected "crop" and not "trim" in the packer..... lol. Phew. All perfect now.
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[19:05:50] <ficolas> Hello, can I somehow change a camera aspect ratio? or do I need ot create a new camera instance?
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[19:30:13] <rgr> A camera is sized to the viewport isn't it?
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[19:42:04] <ficolas> Yes, changing the viewportWidth and viewportHeight worked
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[19:44:53] <intrigus> #2 of #3 works :)
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[23:08:59] <chase> hey is anyone available to help with gdx-ai?
[23:09:04] *** chase is now known as Guest13654
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[23:09:51] <chase26091> anyone...
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[23:48:53] <cobolfoo> damn
[23:49:01] <cobolfoo> too late, I could have helped with gdx-ai :)
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[23:58:50] <cobolfoo> davebaol, here?
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   September 22, 2015  
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