[00:00:09] <kalle_h> with directions you set it to 0
[00:00:29] <kalle_h> that basically negate the effect of translation
[00:01:53] <kalle_h> worldSpaceNormal = normalize(objectMatrix * vec4(a_normal, 0.0).xyz);
[00:02:11] <kalle_h> if you don't use non uniform scale
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[00:39:54] <baseball435> Any reason why a model takes so long to load on an android device?
[00:40:16] <baseball435> Any reason why a model takes so long to load on an android device?
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[05:09:13] <warmwaffles> libgdx doesn't have a priority based inputmultiplexer does it
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[05:17:58] <Leeeeeestat> inputmultiplexer works like that, the first processor you added to it will be the first to handle the input
[05:18:14] <Leeeeeestat> if the processor then retuirns false, the seconds processor will handle the input
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[08:16:47] <nooooooone> why does it not support multiplayer in case of libgdx?
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[11:02:06] <hissing_girl> what's the difference between Array<ParticleEmitter> and ParticleEmitter[]?
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[13:36:33] <JoeBloe> he Game class with Screen-implementing screens and want to show the ads on the options screen only. Maybe I should add, that I'm not really familiar with the official Android api and don't know what's going on with Activities here.
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[13:39:52] <Tomski> JoeBloe, use a handler to toggle when ads should be shown
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[13:51:35] <JoeBloe> Tomski : Okay... Where and how? Sorry, but I'm still pretty new to libGDX and completely new to Android...
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[13:55:41] <JoeBloe> Tomski, thanks, I somehow missed that part before. Gonna do some reading now...
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[14:08:48] <JoeBloe> Tomski, thanks again, that did it. I feel a bit dumb though, because I should have simply "read the freakin' manual" -.-
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[16:52:55] <sm0ke> anyone face this error before?
[16:53:00] <sm0ke> void b2StackAllocator::Free(void*): Assertion `p == entry->data' failed.
[16:53:22] <sm0ke> can seem to figure, i am just simulating a falling circle!
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[16:57:02] <sm0ke> cant*
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[17:10:09] <badlogic1> any ios devs in here?
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[18:28:15] <[twisti]> that was a fun game
[18:28:18] <[twisti]> both, really
[18:29:34] <Raziel> anyone have an idea of how to use the asset manager in a more effective way, to avoid hardcoding paths/filenames and to get references to them faster?
[18:30:13] <Raziel> All I can think of is moving the hardcoding part to some enums and using those with the manager
[18:30:28] <[twisti]> gross
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[18:31:15] <[twisti]> if you are going that route, at least move the hardcoding part to config files instead
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[18:39:31] <ravenlord> hi
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[18:42:12] <PaulB_> is possible to load music from phone (sdcard or internal storage) and play them with libgdx?
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[18:47:54] <deniska> yes
[18:48:25] <ravenlord> does anyone know why my first cell is off?
[18:49:17] <ravenlord> the first row actually
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[18:52:09] <[twisti]> because you do .space after .row
[18:52:14] <[twisti]> but .row begins a new row
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[18:52:29] <[twisti]> so in actuality, you do the .space at the start of every row but the first one
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[18:53:03] <ravenlord> ah
[18:53:10] <ravenlord> how do i add padding between rows then?
[18:53:11] <[twisti]> just move the .row to the very end
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[18:56:00] <ravenlord> ah, row().spaceTop() comes to the rescue
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[18:56:21] <ravenlord> well, actually it doesn't needs to be in row() indeed
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[18:57:17] <ravenlord> ok cool
[18:57:40] <ravenlord> thanks, well time to wrap up for today
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[18:58:30] <[twisti]> "in the row" is not a thing
[18:58:37] <[twisti]> .row starts a new row
[18:58:42] <[twisti]> its like a . in language
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[19:00:35] <[twisti]> doing .row is like pressing enter, after it, youre in the next line
[19:00:48] <[twisti]> it doesnt return the current row or anything like that
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[19:11:16] <diphtherial> if you actually want to make a decent game, how important is it to have unique graphical assets?
[19:11:21] <diphtherial> i'm just thinking as a hobby thing, not for sale
[19:11:29] <diphtherial> (are most of you looking to sell your games, out of curiosity?)
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[19:19:27] <noone> has anybody here used google play services multiplayer before?
[19:19:46] <noone> huh, what happened to my 'o's
[19:22:18] <jeffo> noone, I have not but plan on checking it out very soon
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[19:24:15] <jeffo> it should be a no-brainer integrating it on Android
[19:24:24] <Tomski> noone, I think its just because there isnt an example that uses it
[19:25:35] <noone> aahhh, I didn't notice they are linking tutorials/examples there
[19:25:59] <noone> you are probably right
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[19:26:29] <neeemo> Do you guys know if there are any tutorials out for the facebook roboVM bindings? found all the samples, but a quick guide would be nice just to get a start!
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[19:30:01] <diphtherial> ok, so stupid question, but i'm having trouble launching Hiero from within intellij
[19:30:14] <diphtherial> the wiki is telling me to right-click the Hiero class, but i have no idea where that is...
[19:31:19] <diphtherial> Xoppa, noone: thank you
[19:33:10] <Tomski> jars are icky
[19:33:32] <Tomski> New run config, com.badlogic.gdx.tools.hiero.Hiero, desktop module as classpath
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[19:37:48] <neeemo> jeffo, I know. Was just wondering if there already was some start up tutorial :p but yeah I guess I just have to dig into it the old school hard way.
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[19:38:25] <jeffo> oh, yeah, sorry it wasn't more help >.<
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[20:05:49] <[twisti]> i dont understand how things in the play store have so many votes
[20:05:55] <[twisti]> i have no idea how to rate things
[20:06:01] <[twisti]> been looking for five minutes now
[20:06:12] <nexsoftware> Paid reviews
[20:06:25] <[twisti]> how do normal people just find this super hidden rating option ?
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[20:07:35] <nexsoftware> You go to the page for the app
[20:07:48] <nexsoftware> And you tap the stars
[20:07:56] <[twisti]> so i have to close the app store, open a web browser and search for the name ?
[20:08:07] <[twisti]> and normal people just do that ?
[20:08:31] <nexsoftware> No
[20:08:35] <nexsoftware> It is in the store
[20:08:59] <[twisti]> well im in the play store app, looking at the app, and there is no way to rate it
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[20:13:01] <nexsoftware> Did you actually install it first? On the account the your device is using?
[20:13:16] <[twisti]> yes and yes
[20:13:40] <nexsoftware> Then you are special
[20:14:49] <[twisti]> weird
[20:15:07] <[twisti]> i tried with another app and it showed up in an obvious place
[20:15:14] <[twisti]> the app i tried it with just didnt have that
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[20:30:03] <kalle_h> Hello
[20:30:11] <kalle_h> Nigh shot at the desert town
[20:31:15] <binaryatrocity> holy crap that looks amazing
[20:31:18] <binaryatrocity> something you're working on?
[20:31:28] <needhash> What is that
[20:31:29] <needhash> ?
[20:32:03] <kalle_h> Its our upcoming game called Hardland
[20:32:14] <needhash> Cool
[20:32:29] <needhash> What company do you working in?
[20:32:36] <binaryatrocity> this one?
[20:32:40] <kalle_h> yup
[20:33:15] <kalle_h> I worked full week for new weather system and finally get it "done" couple hours ago
[20:33:19] <binaryatrocity> it looks great! I'll be wishlisting this for sure
[20:33:43] <kalle_h> Eearly access is coming soon
[20:34:07] <needhash> Awesome graphics )
[20:34:27] <kalle_h> I am our only graphics progammer so thanks :)
[20:34:43] <needhash> In-house engine?
[20:34:54] <kalle_h> we have two great artist that push quality all the time
[20:34:58] <kalle_h> needhash: yeah
[20:35:36] <kalle_h> Its fully procedural, dynamic + all the buzzwords that you can imagine. :)
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[20:35:51] <kalle_h> which make my job bit harder
[20:36:07] <needhash> Global illumination?)
[20:37:10] <Xoppa> kalle_h, would you advise to define uv mapping (which uv coords to use for which texture usage) on compile time or runtime using uniform?
[20:37:34] <Xoppa> *for the 3d api
[20:37:56] <needhash> Do you checking him? )
[20:37:58] <kalle_h> Xoppa: its dirty cheap to do at shader so I would keep it flexible.
[20:39:07] <kalle_h> needhash: there is large scale ambient occlusion, screenspace ao + indirect bounce lighting and screenspace reflections. Its not true global illumination but better than nothing
[20:40:52] <Xoppa> okay thanks kalle_h! so uniform it is. I guess it would be possible to bind vertex attribute to array index (fetch location of the index and supply to glVertexAttribPointer)?
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[20:41:54] <kalle_h> Xoppa: not sure what you exaclty ask with those vertex attributes
[20:43:35] <Xoppa> kalle_h, the feature request is to support multiple uv vertex attributes, currently we call those a_texCoord0, a_texCoord1, etc. but the 3d api only uses a_texCoord0
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[20:44:38] <kalle_h> yeah that should be possible
[20:44:59] <kalle_h> and that is needed for detail textures, light map etc
[20:45:31] <needhash> Xoppa, faster to make all attributes in one single array because of cache coherency
[20:45:45] <needhash> If I understand you right
[20:46:05] <davebaol> hmmm... is it normal that some committers don't appear as contributors in github?
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[20:46:45] <needhash> davebaol, yes, you can contribute via pull requests
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[20:47:34] <davebaol> needhash: usually who make a PR appear as contributor
[20:47:38] <davebaol> makes*
[20:47:48] <davebaol> appears*
[20:48:16] <davebaol> once the PR is merged of course
[20:48:37] <needhash> BTW wiki now shows nice diff's
[20:48:45] <Xoppa> kalle_h, what i meant was whether we should support it out of the box (by uniform, thus basically for every texture even if the mesh only has one uv attribute, which probably the majority) or make it optional by recompiling the shader when the uv attributes for a texture usage change (or leave it entirely up to the user and dont add support at all, because it cant be implemented that generic)
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[20:53:30] <kalle_h> Xoppa: hard to say because its usage depedant
[20:54:56] <Xoppa> kalle_h, is it safe to assume that for "model-specific" texture (e.g. diffuse, normal, specular) always the first uv vertex attributes are used for the vast majority?
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[20:55:21] <kalle_h> yes
[20:55:26] <needhash> davebaol, I think it is "because you are not one of the top 100 contributors"
[20:55:42] <davebaol> needhash: it's not me
[20:55:44] <kalle_h> second set of uv's are used for special cases like lightmaps etc
[20:56:13] <needhash> I don't mean you, just copy/paste )
[20:56:16] <Xoppa> ok thanks, then i guess having the option to specify it to the shader, but not actually use it in the default shader is probably the way to go
[20:56:32] <davebaol> needhash: I merged a PR by implicit-invocation into gdx-ai
[20:56:34] <kalle_h> and then they usually they are not per Mesh but per mesh intance. So they should be on own vertex buffer
[20:56:47] <davebaol> needhash: and currently gdx-ai has less than 10 contributors
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[20:57:25] <davebaol> needhash: likely he has not added his email to the account
[20:57:44] <needhash> davebaol, maybe)
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[21:04:15] <hextileX> somebody here workes with a multiplayer server?
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[21:06:40] <kalle_h> hextileX: I have succesfully avoided all network code all my life.
[21:06:52] <hextileX> kalle_h: good to know
[21:07:28] <needhash> kalle_h, haha, that's win
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[21:17:11] <gentlemandroid3> Xoppa, You around?
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[21:17:24] <Xoppa> yes
[21:17:46] <gentlemandroid> How are materials setup in an editor for models?
[21:18:07] <gentlemandroid> If I wanted to export something as fbx with cube-mapping, how would I need to set that up?
[21:18:22] <gentlemandroid> I'm using Max
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[21:20:34] <gentlemandroid> I mean I setup a cubemap in my Environment but I dunno how to tell the model about it
[21:20:37] <Xoppa> g3dx doesn't support cubemap material attributes
[21:21:18] <Xoppa> you don't export your environment, just add a CubemapAttribute to the Environment
[21:22:49] <gentlemandroid> What's going on in ShaderCollectionTest anyway?
[21:23:04] <gentlemandroid> There's like a weird uber shader thing in there
[21:23:06] <Xoppa> testing a collection of shaders
[21:25:21] <gentlemandroid> I was interested in the reflect shader particularly
[21:25:55] <gentlemandroid> Sorry if this is all over the place
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[21:39:56] <kalle_h> Xoppa: Reflection shader seems bit suspicious. It does normalize vector that is used for cubemap lookup(this is redudant.) and its also does calculate reflection direction at vertex shader(and there its normalize view dir with can't be done at that stage)
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[21:42:06] <Xoppa> kalle_h, yes you're right, i'll change that (although that code isn't actually used)
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[21:42:34] <kalle_h> nothing make me as happy that removing non used code
[21:43:17] <Xoppa> well it is (was) used for testing, but not part of the api or something like that
[21:43:44] <Xoppa> tests are commonly used as examples, so it might be worth keeping them (and obviously fix them when needed)
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[21:44:37] <Xoppa> kalle_h, i guess you mean normalize v_reflect in FS?
[21:44:43] <Xoppa> not change VS
[21:46:10] <needhash> Yeah lerping two normal vectors doesn't give normalized result
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[21:48:40] <kalle_h> cubemap lookup vector don't need to be normalized
[21:50:27] <kalle_h> it would be propably cleaner without that normal map perputation
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[21:52:11] <Xoppa> i'm not sure what you mean
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[21:55:18] <kalle_h> minimal/optimal
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[21:59:37] <Xoppa> thanks! i will modify it
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[22:00:35] <needhash> By the way, Xoppa, did you hear about glsl-optimizer? Unity developer said it speeds up rendering in several times
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[22:01:21] <needhash> It just automatically converts glsl sources
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[22:02:26] <Xoppa> Ow, never heard of it, i always consult kalle_h which is the best glsl-optimizer there is
[22:02:33] <Tomski> ++
[22:03:09] <needhash> Nice but Unity devs are not stupid too)
[22:03:50] <needhash> We can just run benchmark with and without it
[22:03:53] <Xoppa> perhaps you can check our shaders?
[22:04:06] <needhash> Yes as soon as I can
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[22:04:19] <needhash> Just a suggestion
[22:05:40] <warmwaffles> I'm building a project that will be consumed by android and by plain old java. I'm visioning 3 repos, api, android, base. Api, will house all of the necessary interfaces and android and base will implement them. Question is, how the hell do I even begin to set this up in gradle
[22:06:02] <warmwaffles> does api need an AndroidManifest.xml?
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[22:06:21] <warmwaffles> I'm not building an app, just a library to be consumed by android
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[22:10:02] <Tomski> warmwaffles, what would be the purpose of base?
[22:10:18] <warmwaffles> base would be a non android dependent library
[22:10:31] <warmwaffles> right now I am having to clean up our android sdk
[22:10:34] <warmwaffles> which is complete rubish
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[22:11:21] <warmwaffles> written by a guy who mainly develops in iOS
[22:13:18] <warmwaffles> need to mavenize and gradle that project
[22:13:21] <warmwaffles> shit is nutzo
[22:14:57] <kalle_h> my experience about glsl-optimizer is that it does make compile time slightly faster(it does remove dead code and such) it makes code extremely ugly and it does not optimize anywhere close what can be done by hand
[22:15:42] <kalle_h> it does help with unity because they use intermidiate shader format that is then compiled to extremely non optimized glsl
[22:16:15] <kalle_h> for optimized shaders I have even noticed that glsl-optimizer make them slower
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[22:16:26] <needhash> It can be useful because not all mobile drivers do it well
[22:18:09] <needhash> *may be
[22:18:41] <needhash> I'll just try it
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[22:22:14] <Tomski> warmwaffles, so what would your users actually be using?
[22:22:24] <warmwaffles> the sdk
[22:22:26] <Tomski> You shouldn't need any manifests unless you're testing
[22:22:47] <warmwaffles> yea the main sdk library depends on android
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[22:40:16] <Tomski> wth
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[22:47:38] <Tomski> pretty cool Xoppa
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[22:47:42] <Tomski> weird, but cool
[22:48:05] <Xoppa> yeah
[22:49:53] <Tomski> now im trapped in that subforum
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[23:46:59] <kalle_h> Hash or not to hash thats the problem. Thinking which one would be more optimal for HashMap with entityId's as key. EntityId's are just integers and they unique starting from 0 to entity count
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[23:48:30] <kalle_h> It seem that it would be big win to save Hash function and give a bit more memory coherency if I just skip the all the hashing biz with that
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[23:53:00] <kalle_h> This find entityId function is called ten thousands times per frame at most
[23:53:52] <Xoppa> if id is from 0 to count then it sounds like an index, which doesn't have to be hashed just an array
[23:55:39] <kalle_h> their lifetimes are different so its does cause a lot of holes and this entityFind is not entitySystem but entityView operation which is already filtered
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[23:55:53] <kalle_h> so array would be too sparse
[23:56:51] <Xoppa> what is the typical range (the entity count)?
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[23:58:03] <kalle_h> 5-12k at once. >100k in playtime
[23:58:36] <kalle_h> and I have dozens of entity views