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   October 14, 2014  
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[00:00:06] <mobidevelop> Not with the default shaders anyway
[00:00:16] <Xoppa> nope it doesn't
[00:00:30] <snk`> ok let me try
[00:01:03] <Xoppa> previously gl30 wasnt actually initialized, that is fixed (i think in the latest release) but the shaders aren't updated yet
[00:02:37] <awernick2> Can someone help me?
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[00:03:33] <Xoppa> awernick2, android/ios is case sensitive while windows isn't
[00:04:11] <snk`> @Xoppa @mobidevelop ok cfg.useGL30 = false;
[00:04:16] <snk`> now is working well
[00:04:22] <snk`> so the problem is gl3
[00:04:33] <Xoppa> you'll still need to normalize your colors :D
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[00:05:01] <awernick2> @Xoppa I am aware of that, but regardless it still isn't working
[00:05:13] <snk`> there is a fast way to normalize all colors?
[00:05:39] <Xoppa> awernick2, then provide enough information, i'm not going to guess every possible issue you might be having
[00:06:23] <Xoppa> snk`, yes, use the correct range (why would you think that 255.0f is a valid value in the first place?)
[00:06:35] <Xoppa> *or would lead to white
[00:07:18] <awernick2> @Xoppa I am trying to read the file gameMap.txt located under the assets folder in the android module. When using Gdx.internal.files("gameMap.txt"), my Desktop build can read it and utilize it, but the rest of the builds throw a FileNotFoundException
[00:07:59] <Delmadan> what would be the best way to stretch or scale a texture in the direction its moving?
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[00:08:38] <Delmadan> im guessing i would need to be modifying vertex coordinates
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[00:09:35] <Xoppa> awernick2, what is exact (absolute) path of that specific asset (find it in explorer, right click, properties and copy paste the value of location and the filename over here)
[00:10:29] <Xoppa> Delmadan, you typically would not scale a texture but instead a sprite or something alike (a texture represents an asset)
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[00:10:52] <Delmadan> ah ok, cheers Xoppa. So then would there be a way to do this with a sprite?
[00:11:09] <Xoppa> are you using sprites?
[00:12:10] <Xoppa> have a look at: https://github.com/libgdx/libgdx/wiki/Spritebatch%2C-Textureregions%2C-and-Sprites
[00:12:21] <Delmadan> awesome :D
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[00:13:17] <awernick2> @Xoppa /Users/awernick/Documents/repositories/myproject/android/assets/gameMap.txt
[00:15:01] <snk`> good night guys!!! thank you Xoppa
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[00:15:48] <Xoppa> awernick2, i don't see an obvious reason (given the information you provided) why that would cause a problem. If you'd using eclipse i'd advise to refresh/clean your projects. Perhaps you can create an empty project (which by default contains a file) and try that.
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[00:29:09] <solarC> anyone know about my font issue?
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[01:02:02] <awernick> @Xoppa i just created a new project and it keeps doing the same thing
[01:02:22] <awernick> @Xoppa the badlogic.jpg works
[01:02:55] <awernick> @Xoppa but whenever I try to load my gamemap.txt, the build throws a filenotfound
[01:03:34] <jeffo> did you refresh the project?
[01:04:48] <awernick> @jeffo yes. I did
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[01:10:21] <Delmadan> http://pastebin.com/WiPs4pnv
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[01:10:54] <Delmadan> is this the correct use of the draw(texture, vert[], offset, count) SpriteBatch method?
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[01:21:20] <mobidevelop> Delmadan: .draw(t, v, 0, 20)
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[01:22:23] <Delmadan> thanks mobi, im exploring PolygonSpriteBatch and PolygonRegions at the moment, they seem to be what im after, but I havnt tried it yet
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[01:23:06] <mobidevelop> Sounds dreadful
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[01:25:23] <Delmadan> really? I just want to scale my sprite in new and exciting ways :(
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[01:31:05] <kalle_h_> http://loopit.dk/banding_in_games.pdf
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[01:34:00] <awernick> I was able to make it work. For some reason the Gdx.files.internal("path").file() was not returning the correct file. By simply using readString() i was able to fix my problem.
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[01:38:44] <Delmadan> did you make this kalle_h
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[01:41:35] <kalle_h_> nope but really intresting
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[01:43:42] <mobidevelop> awernick: never ever use FileHandle.file()
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[01:47:22] <Delmadan> so this is what im trying to achieve with my sprites http://artworkevolution.com/blog/2013/7cartoon-squash-and-stretch-animation-using-ios-and-cocos2d
[01:47:29] <Delmadan> to skew them
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[01:48:32] <LiquidNitrogen> kalle_h_: the link in that pdf to this page looks fun http://danfessler.com/blog/hd-index-painting-in-photoshop
[01:49:15] <kalle_h_> yeah
[01:49:32] <kalle_h_> It's shame that pixel art games does not use this kind of tricks more often
[01:49:49] <Delmadan> Does anyone have any pointers on how I might get some sprite skewing going? I have no idea where to start :S
[01:50:30] <kalle_h_> LiquidNitrogen: this game have quite unique style http://forums.tigsource.com/index.php?topic=40832.0
[01:50:58] <kalle_h_> Delmadan: use Sprite and edit the resulted vertices before drawing
[01:51:10] <kalle_h_> that is what I have used for per corner coloring
[01:51:22] <jeffo> goodbye until tomorrow wonderful gamedevs
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[01:52:28] <Delmadan> kalle_h, how would I set the sprites vertices again after transforming them?
[01:53:14] <kalle_h_> with maths
[01:54:12] <Delmadan> haha, yes, but after the maths, how would I apply my altered vertices to my original sprite in Gdx. can that be done with an exisiting method within Sprite?
[01:54:30] <mobidevelop> Sprite.getVertices()
[01:55:14] <Delmadan> but there isnt a Sprite.setVertices()
[01:55:27] <Delmadan> I feel like i'm missing something here..
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[01:56:01] <mobidevelop> Just modify the float[] you get from getVertices
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[01:57:30] <Delmadan> dead set.. I always thought I would get a copy of the verts by doing that
[01:58:39] <mobidevelop> libgdx will almost never give you a copy of anything
[01:59:07] <kalle_h_> do look the source. do not assume
[01:59:17] <kalle_h_> its faster and always correct
[01:59:46] <kalle_h_> Even brilliant assumption is just an assumption after all
[02:01:12] <kalle_h_> Everyday at debugging I say too early that now I know why the bug is happening. Then I check it and quietly dismiss the original idea. Many times a day
[02:01:51] <Delmadan> hahaha, story of my life kalle_h, except I never find out what the issue is even after looking at source.
[02:04:22] <kalle_h_> Non trivial issues are hard(or they would be fixed already) but guessing how open source API work is just plain wrong when all the sources are in your hand and all the implementation details are exposed front of you
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[02:09:21] <Delmadan> Very true. There really isn't any excuse to not explore the source when it's right there in front of you
[02:09:28] <Delmadan> unless you're not a great programmer..
[02:09:47] <Lestat> not looking at the source is the source of all evil
[02:09:51] <Lestat> pun intended
[02:10:03] <Delmadan> lol
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[02:16:18] <Delmadan> kalle_h, and mobidevelop, I love you. that sprite.getVertices() is magical
[02:16:42] <Delmadan> so for future reference, how can I tell if im getting a copy or not?
[02:17:06] <Delmadan> Is that a Java pass by reference (or something) trait?
[02:18:26] <Lestat> just do ctrl click, it will brign you to the sources and you will be able to see it its a copy or not
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[02:22:54] <Delmadan> makes sense :P
[02:24:35] <kalle_h_> It's easy to know when java copy something. There aren't magical copy constructors like in c++ so you always need to use new Stuff(oldStuff) or System.arrayCopy
[02:25:10] <kalle_h_> So you basically can't copy by accident.
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[02:26:22] <Delmadan> thanks kalle_h :) my brain is finally understanding this stuff a bit more
[02:27:30] <kalle_h_> that banding presentation made me think my rendering engine in so many new ways
[02:27:54] <kalle_h_> going to add dither to gbuffer normals tomorrow. Also gotta do something for particles
[02:27:55] <Delmadan> kalle_h, did you work on a game on iOS called king hunt?
[02:27:59] <kalle_h_> yeah
[02:28:15] <Delmadan> haha I thought one of the credit names seemed familiar!
[02:28:17] <Delmadan> awesome game btw
[02:28:24] <kalle_h_> now we are working with this game http://steamcommunity.com/sharedfiles/filedetails/?id=307899345
[02:28:32] <kalle_h_> early access coming really soon
[02:29:33] <Raziel> looks fancy
[02:29:39] <kalle_h_> but now I have to go to sleep. its 3:30AM already
[02:29:46] <kalle_h_> see ya tomorrow
[02:29:52] <Raziel> night :D
[02:29:53] <Delmadan> wow you're going to be so rich, mat
[02:29:55] <Delmadan> mate*
[02:29:56] <Delmadan> night
[02:30:06] <kalle_h_> I hope so
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[03:29:51] <dauntless26> All quiet on the western front.
[03:29:59] <sinistersnare> and the eastern seaboard.
[03:31:33] <LiquidNitrogen> nothing happeing in the entire southern hemisphere
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[03:32:22] <sinistersnare> good to know you have that covered, LiquidNitrogen.
[03:33:16] <sinistersnare> thats a vast swath of area
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[03:35:24] <Lestat> the north pole is right too
[03:36:03] <sinistersnare> good to know
[03:36:08] <sinistersnare> i thought it was up
[03:37:04] <cackling_ladies> How's your df trial, LiquidNitrogen?
[03:37:36] <LiquidNitrogen> i havnt tried it again yet. been too busy making noise terrain
[03:38:48] <LiquidNitrogen> but i got the general idea. rimworlds ui looks like a vast improvement
[03:39:35] <LiquidNitrogen> cackling_ladies: is it possible to fill in small holes accidentally dug in the wrong place?
[03:40:07] <cackling_ladies> LiquidNitrogen, you can constructs walls in there.
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[03:41:39] <LiquidNitrogen> i made a 1 space channel to try to remove the slope-which-wouldnt-go-away infront of my entrance, which didnt work :<
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[04:11:49] <mobidevelop> Moar
[04:12:37] <TheChubu> wtf is happening with ra4king lol
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[04:14:57] <sinistersnare> ra4king, STOP IT!
[04:15:28] <sinistersnare> im talking to him on #rust on moznet :p
[04:15:31] <ra4king> sinistersnare: yup I know, I'm playing with the settings for ZNC to stop this fucking flood
[04:15:43] <sinistersnare> well youre here i guess :p
[04:16:03] <ra4king> yeah yeah I just didn't know what to do about it before, then I found the MaxJoins/FloodBurst/FloodRate settings
[04:16:10] <sinistersnare> oh cool
[04:16:10] <ra4king> they were all set to 0 = unlimited
[04:16:14] <sinistersnare> haha
[04:16:16] <ra4king> Freenode allows up to 5 lines in a 10-second period
[04:16:28] <ra4king> no wonder I kept getting kicked for excess flood
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[04:20:13] <Lestat> only 5 lines in 10 seconds?
[04:20:33] <Lestat> lets
[04:20:34] <Lestat> see
[04:20:35] <Lestat> if
[04:20:36] <Lestat> it
[04:20:37] <Lestat> true
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[04:20:42] <Lestat> yo
[04:21:45] <sinistersnare> nope
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[04:29:32] <dauntless2425> Hello
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[04:53:26] <Lestat> dauntless2425 hi
[04:53:39] <Lestat> lol...
[04:53:49] <Lestat> sorry about all the people this client is weird
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[04:55:33] <Lestat> nexsplit :O
[04:55:35] <Lestat> net
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[04:55:38] <LiquidNitrogen> ohhh lost my arm that time
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[05:24:15] <solarC> My font are still not drawing
[05:24:19] <solarC> fonts*
[05:24:22] <solarC> idk whats wrong
[05:24:32] <solarC> it used to work
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[05:33:34] <cackling_ladies> http://www.smashcompany.com/technology/object-oriented-programming-is-an-expensive-disaster-which-must-end
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[05:33:46] <cackling_ladies> after reading this, I'm not sure about java anymore
[05:34:02] <cackling_ladies> sinistersnare, are you up to writing a talk to counter that? :p
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[05:35:44] <sinistersnare> cackling_grandma, nah, but just from the title i feel like i should not trust the author
[05:35:50] <sinistersnare> people overuse a lot of OO idioms
[05:36:04] <sinistersnare> and i agree that it has a lot of problems when used shittily(?)
[05:36:19] <sinistersnare> but sometimes inheritance is good, and sometimes functionally solving problems is good
[05:36:30] <sinistersnare> if you use OO for every solution, you are a bad coder
[05:36:41] <sinistersnare> if you use functional for every solution, you are a bad coder (this is all my opinion)
[05:36:41] <Tomski> OO or gtfo
[05:36:45] <sinistersnare> choose the right tool for thet job
[05:36:52] <sinistersnare> Tomski, :)
[05:36:58] <sinistersnare> i shhouldnt say bad coder
[05:37:13] <sinistersnare> i should say, learn more idioms, better ways to solver problems can be found
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[05:37:40] <sinistersnare> Tomski, does Perl have classes? (actualy question)
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[05:37:59] <Tomski> no idea
[05:38:03] <sinistersnare> hahaha ok
[05:38:32] <sinistersnare> so i completely changed the demo for the talk im giving tomorrow, instead of using the FFI, im demoing my toy language made in rust :P
[05:38:35] <TEttinger> I use what works. for me, that's usually clojure's higher-level manipulation of data, sometimes java's for-loops-over-arrays for speed. in C# I have both, and indeed I use both.
[05:38:56] <sinistersnare> TEttinger, exactly :)
[05:39:06] <nexsoftware> Javascript everything always.
[05:39:09] <TEttinger> of course I am a terrible coder in C#
[05:39:13] <sinistersnare> nexsoftware, its ok buddy.
[05:39:24] <sinistersnare> he has stockholm syndrome
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[05:39:34] <cackling_ladies> sinistersnare, he complains about everything not "this and that" ;p
[05:39:47] <TEttinger> have a line from my codebase
[05:39:48] <TEttinger> mvd.color = (byte)((r.Next(9) + 1 <= f) ? 253 - 17 * 4 : ((r.Next(3) <= 1) ? 253 - 19 * 4 : ((r.Next(4) == 0) ? 253 - 17 * 4 : ((r.Next(4) == 0) ? 253 - 20 * 4 : v.color)))); //random transform to orange fire, smoke, or sparks
[05:40:05] <cackling_ladies> what's with all the 253?
[05:40:11] <nexsoftware> That line doesn't even make sense
[05:40:20] <dauntless26> Mumble Mumble something about pastebin
[05:40:26] <TEttinger> it's one line
[05:40:33] <cackling_ladies> it's one command :D
[05:40:47] <sinistersnare> i dont like C#'s naming conventions D:
[05:40:49] <dauntless26> I know. Itz A jokes
[05:40:55] <cackling_ladies> has it been me I'd have broken it down
[05:41:01] <solarC> helllo
[05:41:04] <solarC> um
[05:41:10] <solarC> still have a font problem
[05:41:12] <cackling_ladies> it never hurt to do int tempValue = amazing + number*coming/through
[05:41:15] <nexsoftware> Readability is overrated
[05:41:16] <Tomski> When in doubt, cast to byte
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[05:41:43] <sinistersnare> dauntless26, lol pastebin joke
[05:41:57] <sinistersnare> solarC, theyre in the same directory?
[05:42:06] <sinistersnare> show code again
[05:42:22] <solarC> yes
[05:42:26] <cackling_ladies> what font problem is solarC having?
[05:42:34] <TEttinger> anyway what that does is it randomly transitions the byte used in a MagicaVoxelData struct to represent color to a different color. the colors I use start at 253 and go down by 4 each time (due to a quirk of magicavoxel's color handling)
[05:42:37] <solarC> here:http://pastebin.com/X6yt6Tcz
[05:43:19] <cackling_ladies> what's the problem?
[05:43:46] <TEttinger> sb isn't defined there
[05:43:56] <nexsoftware> Who sets the batch projection matrix like that?
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[05:45:00] <cackling_ladies> nexsoftware, solarC does.
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[05:45:20] <nexsoftware> Heh
[05:45:36] <nexsoftware> font = new BitmapFont(Gdx.files.internal("etc/myfont.fnt")); would also be sufficient
[05:45:48] <solarC> sb is inside my State classs
[05:45:51] <solarC> its form the superclass
[05:45:53] <solarC> the thing is
[05:45:58] <solarC> it dosnt draw the font
[05:46:01] <solarC> it works with arial font
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[05:46:06] <solarC> but not any of my cusotm fonts.
[05:46:30] <nexsoftware> Maybe your custom fonts are the problem
[05:46:32] <cackling_ladies> have you tried throwing it into windows/font and see if it show up in MS paint?
[05:46:53] <cackling_ladies> or notepad?
[05:46:57] <TEttinger> is the .fnt file the same color as the background?
[05:47:01] <cackling_ladies> (but I prefer ms paint for coding)
[05:47:35] <solarC> the font works perfectly
[05:47:40] <nexsoftware> My guess is the font color is black on the black background
[05:47:43] <solarC> but i use a .fnt file from BMFont Creator
[05:47:53] <solarC> its white
[05:48:02] <solarC> when i putit in the export options
[05:48:07] <nexsoftware> Why dont you upload the files
[05:48:09] <solarC> i put white text with alpha
[05:48:33] <cackling_ladies> try font.setColor(...) and see just to be sure?
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[05:49:04] <nexsoftware> Or change the background color
[05:49:22] <solarC> ok sure
[05:49:26] <solarC> ill change the background color to white
[05:49:27] <solarC> and test
[05:49:46] <nexsoftware> Go with fuschia
[05:49:54] <cackling_ladies> what's fuscia?
[05:50:01] <solarC> It works on a white background!
[05:50:11] <solarC> but i want it to work on a black one
[05:50:14] <sinistersnare> haha lol
[05:50:20] <sinistersnare> make a new font and change the color
[05:50:22] <nexsoftware> Sorry, spelled it wrong fuchsia
[05:50:25] <cackling_ladies> what's the color of the font then?
[05:51:13] <cackling_ladies> fuchsia = magneta isnt it?
[05:51:15] <solarC> umm
[05:51:18] <solarC> kinda black
[05:51:26] <TEttinger> cackling_ladies: fuchsia is a flower and a color that's basically #ff00ff
[05:51:35] <solarC> the font normaly is black outline with white inside
[05:51:35] <solarC> but the white is kinda distorted out
[05:51:39] <TEttinger> so yes magenta
[05:51:57] <TEttinger> pronounced few shah
[05:52:13] <solarC> so do i set the color of the font to fushia?
[05:52:13] <TEttinger> good old english pronounciation :P
[05:52:17] <cackling_ladies> I pronounced pus cya. Close enough.
[05:52:20] <solarC> fuchsia*
[05:52:35] <cackling_ladies> #ff00ff is easier to read tbo
[05:52:42] <cackling_ladies> tbh*
[05:52:50] <TEttinger> solarC, font should be white in the font maker. when testing, #ff00ff is good to set the font color to in your game to see it
[05:52:54] <nexsoftware> I'm old fashioned, I like to call it fuchsia
[05:53:19] <sinistersnare> fuzchsia
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[05:53:49] <solarC> here
[05:53:51] <dauntless26> Fuschizzle
[05:53:52] <solarC> ill take a screenshot
[05:54:14] <TEttinger> fuchshah of iran
[05:54:23] <solarC> http://gyazo.com/0ca471e5c49dca99b8156e88b879f586
[05:54:40] <dauntless26> Guys honest question
[05:55:22] <dauntless26> What does it mean when no matter how much you wash your balls they still smell?
[05:55:25] <cackling_ladies> I got this goggling that, TEttinger https://fbexternal-a.akamaihd.net/safe_image.php?d=AQAnzK6L9dYffsNb&url=http%3A%2F%2Fi1.ytimg.com%2Fvi%2FoZcGDkvbAJ4%2Fhqdefault.jpg%3Ffeature%3Dog&jq=100
[05:55:52] <cackling_ladies> dauntless26, it means you got necrosis. Call an ambulance.
[05:55:58] <nexsoftware> ^
[05:56:19] <dauntless26> What is that?
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[05:56:36] <cackling_ladies> wiiu wiiu wiiu
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[05:56:41] <cackling_ladies> oh nvm
[05:57:38] <dauntless26> Internet kicked me out
[05:58:12] <cackling_ladies> I thought the ambulance got you
[05:58:31] <solarC> http://lmgtfy.com/?q=What+is+Necrosis%3F
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[05:58:48] <Psyfire_> nah, internet couldn't stand the smell
[05:58:57] <dauntless26> I'm scared to click that
[05:59:33] <dauntless26> It's like a deep maple syrup smell
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[05:59:38] <dauntless26> Warm even
[06:00:05] <cackling_ladies> https://www.youtube.com/watch?v=NrpCrhj1lPo
[06:00:21] <TEttinger> dauntless26, you could be diabetic
[06:00:28] <sinistersnare> i feel like a bunch of coders wont be able to diagnose you correctly?
[06:00:28] <solarC> you did pour maple syrup on your balls
[06:00:30] <solarC> did you?
[06:00:30] <TEttinger> that's how diabetes was discovered
[06:00:42] <solarC> Lol
[06:00:48] <sinistersnare> maybe...a doctor could help?
[06:00:52] <dauntless26> Maybe...
[06:01:00] <solarC> first case of diabetes: balls smell like maple syrup
[06:01:09] <cackling_ladies> I'm not sure what's more disturbing, the fact that you sniffed your own balls, or the fact that I'm wondering how you did it.
[06:01:13] <dauntless26> Lmao
[06:01:42] <sinistersnare> i was definitely wondering the latter, cackling_grandma
[06:01:46] <TEttinger> In medieval Persia, Avicenna (980–1037) provided a detailed account on diabetes mellitus in The Canon of Medicine, "describing the abnormal appetite and the collapse of sexual functions," and he documented the sweet taste of diabetic urine.
[06:02:08] <cackling_ladies> he tasted the patient's urine?
[06:02:09] <dauntless26> You've never scratched your balls and smelled your hand after?
[06:02:30] <TEttinger> I would if my balls smelled like maple syrup
[06:02:37] <nexsoftware> lol
[06:02:43] <sinistersnare> TEttinger, wait are you serious about this?
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[06:02:53] <TEttinger> https://en.wikipedia.org/wiki/History_of_diabetes
[06:02:57] <sinistersnare> shit.
[06:03:08] <dauntless26> Come scratch and sniff tettinger
[06:03:36] <cackling_ladies> get a private channel, you guys.
[06:03:45] <TEttinger> try lowering your sugar intake and see if the breakfast from the business ends
[06:04:25] <solarC> so
[06:04:26] <solarC> umm
[06:04:29] <TEttinger> in general, less sugar is good for the body
[06:04:31] <cackling_ladies> ಠ_ಠ
[06:04:32] <solarC> how about my actual CODE problem?
[06:04:35] <TEttinger> lol
[06:04:41] <solarC> :P
[06:04:51] <TEttinger> solarC, so the font is generated with white inside and a black outline?
[06:04:53] <Lestat> too many words
[06:05:01] <Lestat> :O
[06:05:07] <solarC> yes
[06:05:08] <solarC> [20:54] <dauntless26> Guys honest question [20:55] <dauntless26> What does it mean when no matter how much you wash your balls they still smell? [20:55] <cackling_ladies> I got this goggling that, TEttinger https://fbexternal-a.akamaihd.net/safe_image.php?d=AQAnzK6L9dYffsNb&url=http%3A%2F%2Fi1.ytimg.com%2Fvi%2FoZcGDkvbAJ4%2Fhqdefault.jpg%3Ffeature%3Dog&jq=100 [20:55] <cackling_ladies> dauntless26, it means you got necrosis. Call an am
[06:05:16] <solarC> sorry
[06:05:16] <solarC> http://gyazo.com/0ca471e5c49dca99b8156e88b879f586
[06:05:17] <TEttinger> lol
[06:05:41] <Lestat> this no place to talk about real code problems bro, in here we talk about ball smells
[06:05:42] <cackling_ladies> why you need a copy of that blurb is beyond me.
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[06:06:36] <TEttinger> solarC, have you used the spritebatch's setColor method to try setting it to something like red?
[06:06:51] <solarC> sb.setColor?
[06:06:58] <solarC> i tried to do font.setColor
[06:07:08] <solarC> but i need a float
[06:07:21] <cackling_ladies> what's wrong with float?
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[06:07:25] <nexsoftware> Your font is broken, no amount of tinting will change that
[06:07:51] <solarC> so do i need to use another font?
[06:07:58] <Lestat> there's nothing a good ammount of tinting doesn't fix
[06:08:17] <sinistersnare> Lestat gets it, who needs to talk about code when we are men and talking about manly things like ball smells /sexism
[06:08:31] <cackling_ladies> nexsoftware, technically he can use it like a color bitmask so the original coloring doesnt come into play.
[06:08:54] <nexsoftware> true, but he isn't doing that
[06:09:59] <solarC> I LIKE IT
[06:10:10] <solarC> we should rename this chat to #ballsmelling
[06:10:52] <nexsoftware> I guess I should go battle people on the issue tracker some more
[06:11:26] <Lestat> there is some dude giving ahard time to nate in the issue tracker lol..
[06:11:33] <Tomski> Poor nate
[06:11:39] <Tomski> Lets create some PRs for scene2d
[06:11:47] <nexsoftware> And give no details
[06:11:47] <Tomski> Lestat, you remove Table
[06:11:53] <Tomski> Ill MVC it
[06:11:56] <Lestat> people still use scene2d?
[06:12:14] <Lestat> omg if we remove table everyone would use it now
[06:12:23] <Tomski> I wouldnt
[06:12:28] <Tomski> Table OP
[06:12:31] <Lestat> me niether, but sounded cool
[06:12:33] <nexsoftware> Make a crap ton of changes and let the PR be "Various improvements"
[06:12:42] <TEttinger> try generating it again, solarC, and make sure it has pure white on the inside of the non-outlined part of the font
[06:12:49] <Lestat> Table enhancement (deleted it)
[06:12:51] <TEttinger> that may involve shrinking the outline
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[06:13:07] <cackling_ladies> Lestat, I dont use scene2d. I'm used to pure java's way of "draw everything by yourself".
[06:13:20] <sinistersnare> nexsoftware, good idea
[06:13:30] <Lestat> you mean pure libgdx way :p
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[06:14:09] <Tomski> you could always use swing
[06:15:05] <cackling_ladies> Tomski, swing runs on top of libgdx? o.x
[06:15:18] <Lestat> everything runs on top of libgdx
[06:15:30] <Tomski> libgdx is powered by swing
[06:15:32] <Lestat> you can even take andengine and make it run on top of libgdx
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[06:27:48] <solarC> i used a different font
[06:27:49] <solarC> and used Hiero
[06:27:52] <solarC> it works fine now
[06:29:05] <sinistersnare> boom hiero == boss
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[06:37:30] <dauntless26> Anyone looking for a programmer to team up with?
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[07:04:46] <Delmadan> Hey guys! Anyone have any good sources if knowledge on interpolating vertices for nice effects?
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[08:17:09] <Delmadan> has anyone come accross any information about this effect http://badlogicgames.com/forum/viewtopic.php?f=11&t=8144
[08:18:50] <TEttinger> Delmadan, so stretching and squashing on arbitrary axes to match the path something takes?
[08:19:01] <Delmadan> yeah :D
[08:19:26] <TEttinger> I avoid the effect because it's nasty for pixel art
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[08:19:46] <Delmadan> i've been trying to do it with individual vertices but have no idea where to start with the math :S
[08:20:04] <Delmadan> yeah it would make pixel art go a bit wacky for sure, but neat effect otherwise
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[08:47:24] <blomman> Quick question. Is it costly to render a TiledMapTileLayer?
[08:47:41] <blomman> I'm thinking of a mini map. Can I without fear re-render the map in the minimap?
[08:48:01] <sinistersnare> blomman, it should be fast enough
[08:48:09] <blomman> Thanks m8
[08:48:10] <sinistersnare> but it depends on other factors like how big the map is
[08:48:15] <sinistersnare> just try it and see :)
[08:48:32] <blomman> Hmm, I would say not larger than 100x100. But I might be lying now
[08:48:56] <sinistersnare> it should be fine unless you are running on a potato (literally)
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[08:54:38] <mk1> if it's 100x100 you can as well prerender it
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[09:11:38] <dauntless2425> 100x100 with physics bodies runs smoothly on my machine
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[09:18:29] <mk1> hey guys. I need some inspiration. I need names for alien races
[09:18:47] <sinistersnare> Trogorian
[09:18:51] <sinistersnare> or better yet
[09:18:54] <sinistersnare> Trogdorian
[09:18:59] <sinistersnare> for dragon aliens
[09:19:28] <sinistersnare> the sinistersnare's
[09:19:53] <sinistersnare> of course thats only their name in english, their actual name in their spoken tounge is unable to be pronounced with a human mouth
[09:21:36] <evident> mornign everybody
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[09:22:30] <dauntless2425> Morning
[09:22:44] <LunarPathway> mk1, unless you're just about ready to release, do what I do, give 'em placeholder tags for the development period, and let the names come to you gradually as their character takes shape with the game
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[09:23:16] <dauntless2425> Always ready to release from day one
[09:23:21] <MikePad> ^ this ^
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[09:23:49] <mk1> LunarPathway: for now their appearance and behavior is open. I just need a few names to toy around with
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[09:24:10] <sinistersnare> alkeps
[09:24:16] <mk1> this is mostly about internationalization as I need to take different linguistic cases into account
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[09:24:30] <MikePad> tons of name generators online you can use to help seed creativity if you need
[09:24:45] <mk1> could you provide a link, please?
[09:24:56] <dauntless2425> How about hairy nipples?
[09:25:17] <mk1> hairy ass it is
[09:25:18] <MikePad> just google "X name generator" and replace X with whatever you're looking for... in your case, Alien
[09:25:40] <dauntless2425> Lol
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[09:27:50] <mk1> problem with name generators is that they produce a lot of useless stuff
[09:28:02] <sinistersnare> like possible alien names?
[09:28:05] <mk1> plus I don't want just a simple name
[09:28:28] <dauntless2425> Al'faruhk'aminu
[09:30:01] <mk1> my main source of inspiration would be Dune with its houses, brotherhoods etc
[09:30:52] <dauntless2425> Dikembe Mutombo
[09:32:08] <mk1> seriously?
[09:32:20] <dauntless2425> LeBron James
[09:32:24] <dauntless2425> Lol
[09:32:53] <dauntless2425> They all sound alien to me
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[09:35:25] <TEttinger> https://www.youtube.com/watch?v=gODZzSOelss
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[10:07:56] <MikePad> that skit was the best ever
[10:08:01] <MikePad> i love Key and Peele
[10:08:24] <MikePad> Squeeeeeeeeeeeps
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[10:09:26] <MikePad> http://www.youtube.com/watch?v=-o4CKK4JG2o
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[10:31:14] <topitop> hi all
[10:35:06] <mk1> hi
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[10:39:50] <topitop> ok just added a pull request
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[10:40:20] <topitop> boundingbox mul was broken
[10:40:35] <topitop> quite critical !
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[10:42:42] <topitop> if someone can check if, it's quite important : https://github.com/libgdx/libgdx/pull/2469
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[11:35:51] <kalle_h> hello
[11:39:18] <flogy> hi
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[11:42:26] <cackling_ladies> why's there a setOnCompletionListener on Music but not Sound? -.-
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[11:53:18] <cackling_ladies> guys how should I manage sound. I dont know how long it is, I dont know when they stop, I dont know how much memory they use
[11:53:42] <cackling_ladies> i can never tell when I can safely discard them
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[12:31:17] <sinistersnare> cackling_grandma, there was a OnCompletionListener at one point for Sounds..
[12:33:04] <sinistersnare> https://github.com/libgdx/libgdx/issues/1341 and http://www.badlogicgames.com/forum/viewtopic.php?t=12322&p=56104 maybe for a callback when they stop?
[12:33:21] <sinistersnare> you should discard them in the dispose() method
[12:34:39] <sinistersnare> why do you need to know how much memory is being used? you cant get that information in a cross platform way.
[12:34:52] <sinistersnare> also i wont be here for your responses... its 6:30 and i need to be up really soon.... fuck
[12:35:04] <sinistersnare> goodnight good luck :)
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[12:36:06] <sinistersnare> oh and there seems to be a Music.OnCompletionListener but not one for Sound http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/audio/Music.OnCompletionListener.html
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[12:52:30] <boondoggle> @cacking_ladies - disposing of sounds is a bit dodgy, there’s a bug that isn’t fixed as far as i’m aware
[12:52:31] <boondoggle> https://github.com/libgdx/libgdx/issues/1986
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[12:53:21] <boondoggle> I was having some issues, i ended up just having one instance of a sound and never disposing it
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[13:40:58] <cackling_grandma> boondoggle, the game I'm making has many objects that make sounds, there's no way I'd decentralize sound initialization without going insane.
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[13:45:11] <boondoggle> you could just have a static SoundAssets class where you load them up using asset manager and don’t dispose of them - this is what I do
[13:45:36] <boondoggle> seems to work quite well and avoids any memory problems caused by that bug
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[13:46:26] <boondoggle> oh, the bug i mentioned is only iOS btw - if you aren’t using that not a problem
[13:46:36] <boondoggle> sorry, kinda critical to mention that!
[13:46:59] <kjempff> don't you have the 1mb limit ?
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[13:47:24] <TopShotta> hello!
[13:47:27] <boondoggle> 1mb limit?
[13:47:45] <kjempff> max 1mb of loaded sound effects at one time
[13:47:59] <TopShotta> I have a stupid problem with IntelliJ, I changed my android package name and now it can't start the activity (though it installs fine) because it wants to use the old package name
[13:48:10] <TopShotta> I searched EVERYWHERE and can't find where it stores it
[13:48:38] <TopShotta> it wants to run com.oldname.package/com.newname.package.AndroidLauncher
[13:48:41] <boondoggle> didn’t know about the limit, i’m only using a few small effects - yep, might be a problem for cackling_grandma/ladies
[13:50:29] <kjempff> I had to rethink my sound effect system because of that 1mb limit .. 1mb is seriously low
[13:51:36] <cackling_grandma> 1mb is smaller then some of our KABLAMIZINGOs
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[13:52:55] <kjempff> the 1mb limit is in android btw, so for desktop there are no problems
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[13:53:29] <cackling_grandma> but then I cant even querry sound size to begin with..
[13:53:48] <boondoggle> is 1mb for Sound or Audio or both, do you know?
[13:54:16] <cackling_grandma> there's a distinction between Sound and Audio?
[13:54:26] <boondoggle> dunno about on the backend
[13:54:37] <boondoggle> but think so - Audio is streaming, for music, Sound is for SFX
[13:54:46] <kjempff> 1mb for sound effects, for music I am not aware of a limit.. a solution could be to make some of the effects music , or load on demand
[13:54:51] <Tomski> TopShotta, if you imported via gradle project, then its in the build.gradle script in the androoid folder
[13:55:54] <kjempff> yes sound and music are different
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[13:56:33] <cackling_grandma> if I'm not mistaken music is delayed a bit
[13:56:44] <cackling_grandma> the only ways to get sound NOW is to preload as sound.
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[13:58:07] <kjempff> yes it is fun to get around :) have to have it preloaded but cant have more than 1mb preloaded haha
[13:59:04] <cackling_grandma> thanks to mention the 1mb limit tho
[13:59:20] <cackling_grandma> right now I make the assumption of all sounds being 5s maximum to curb them
[13:59:53] <cackling_grandma> is 1mb compressed or in-memory WAV?
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[14:01:00] <kjempff> not certain but it seem to be wav file sizes
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[14:18:47] <TopShotta> Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] cmp=com.mypackage.app.android/com.myNEWpackage.app.roid.AndroidLauncher }
[14:19:14] <TopShotta> Error: Activity class {com.mypackage.app.android/com.myNEWpackage.app.roid.AndroidLauncher} does not exist
[14:19:22] <TopShotta> WHYYYYYYYY :(((
[14:19:35] <Tomski> Because it doesn't
[14:19:37] <TopShotta> I searched all settings in ~/.IdeaIC13
[14:19:41] <Tomski> Its not idea
[14:19:42] <TopShotta> in ~/.gradle
[14:19:48] <TopShotta> in project folders
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[14:19:55] <TopShotta> nowhere to be found the old package name
[14:19:57] <Tomski> android/build.gradle, android manifest
[14:20:32] <TopShotta> everywhere there's the new package name
[14:21:03] <TopShotta> even the android/buld.gradle's command line has the new one
[14:21:08] <TopShotta> I cleaned, rebuilt many times
[14:21:14] <Tomski> pastebin your manifest
[14:22:16] <TopShotta> oh my
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[14:22:32] <TopShotta> I changed one thing in my build.gradle and then resynced
[14:22:35] <TopShotta> and it fixed it :(
[14:22:44] <TopShotta> damn, I messed like 2 hours with this
[14:22:50] <TopShotta> thanks for your effort
[14:22:52] <LudziE12> Hello, what is better in mesh, Color or ColorPacked?
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[14:23:37] <TopShotta> props Tomski... I knew it was not the manifest, I have several libgdx apps in the store, among a lot of non-libgdx :)
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[14:26:37] <cobolfoo> LudziE12: ColorPacked if you want to save space
[14:26:53] <TopShotta> sorry for the noise once again
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[14:27:16] <cobolfoo> Look like Color is deprecated anyway
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[14:28:05] <LudziE12> How to add it to vertices, because unpacked is like {colorR, colorG, colorB, colorA}
[14:28:25] <cobolfoo> Color.toFloatBits(r,g,b,a)
[14:28:35] <cobolfoo> values must be 0-255
[14:28:40] <LudziE12> Ok
[14:28:54] <cobolfoo> https://github.com/libgdx/libgdx/wiki/Mesh%2C-color-%26-texture
[14:28:56] <cobolfoo> check Color section
[14:30:32] <LudziE12> Alpha also must be 0-255?
[14:31:11] <cobolfoo> yup
[14:31:37] <cobolfoo> I just checked here: http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/Color.html
[14:31:43] <cobolfoo> Look like you can use float also (0-1f)
[14:32:13] <cobolfoo> If you are already using float values you will prefer this http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/Color.html#toFloatBits-float-float-float-float- :)
[14:32:57] <cobolfoo> But even if this is float, the precision will go down to 8bit per channel
[14:33:14] <aphex> Hey guys.. I have written simple a mesh to display an arrow. On desktop it is drawn correctly but on an android device it is not drawn. I guess this has to do with my shaders, but the shader log does not print anything. This is the code: http://pastebin.com/7RQHtKeA
[14:33:39] <aphex> any ideas?
[14:35:28] <LudziE12> When i forgot to change vertex attribute :P https://dl.dropboxusercontent.com/s/xb7ls8abwvyfz3y/Screenshot%20at%2014-34-42.png
[14:36:11] <cobolfoo> hehe
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[14:39:08] <LudziE12> It's working now: https://db.tt/zhPESp5n
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[14:42:59] <cackling_grandma> kjempff, all the pages mentioning the sound limit is like 2 years old or even older
[14:43:05] <cackling_grandma> are you sure it's still a problem?
[14:43:19] <cackling_grandma> [citation needed] basically
[14:44:30] <kjempff> yes I fixed it less than a month ago .. you will see error messages in logcat with heap overflow
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[14:51:32] <cackling_grandma> kjempff how did you deal with it
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[14:53:04] <tom992> how can i change touchpad to touchpad with rect boundaries
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[14:55:37] <kjempff> I was lucky I could make it all fit by cutting effects lengths and changing from 44khz to lesser and making them mono.. and a long one I just made mp3 and played as music instead
[14:57:48] <kjempff> I found most of my effects had silence in the beginning and end, that alone cut half the size
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[15:11:39] <titoasty> hi all
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[15:21:00] <duff> Hey guys, can anyone give me a hand with properties on tiled?
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[15:27:52] <dajos7> duff: whats the problem?
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[15:32:26] <duff> dajos7, The thing is, I'm setting up a property called battle on a specific cell, and when my player step into this cell hes taken to battle screen. So far no problem, but I save this x,y to come back to the same location when he finish the battle
[15:32:51] <duff> and its triggering the battle again
[15:33:18] <duff> there is anyway to consume this property? Once I step on it, it never trigger again ?
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[15:34:50] <mobidevelop> Remove it after the first time?
[15:35:49] <duff> but It wont be removed from all others cells that has the same property?
[15:36:30] <mobidevelop> Properties are stored in tiles, not cells. So yes it would be removed from other cells using the same tile.
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[15:37:06] <dajos7> why dont you use a object layer to mark positions to enter battle?
[15:37:27] <mobidevelop> That's a better approach
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[15:37:38] <dajos7> and you use a property to store the count you visited the battle?
[15:38:00] <dajos7> or bool if you visited
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[15:38:55] <mobidevelop> Go with dajos7 approach as opposed to tiles
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[15:39:45] <duff> OK
[15:39:47] <duff> Thanks guys
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[15:40:14] <duff> to call the property on objects its the same as calling on tile?
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[15:43:50] <dajos7> i guess.. its just another type of class
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[15:44:11] <duff> dajos7, thanks gor the help
[15:44:14] <duff> mobidevelop, you too :)
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[15:46:29] <dajos7> duff: http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/maps/objects/package-summary.html
[15:46:57] <duff> wow, that helps a lot
[15:47:03] <duff> I was looking for this right now
[15:47:42] <mk1> has anyone ever test the i18nbundle with nested choices?
[15:48:09] <dajos7> mk1: i18n bubdle?
[15:48:13] <dajos7> bundle
[15:48:19] <mk1> yes
[15:48:30] <dajos7> mk1: whats that?
[15:48:50] <mk1> a way to easily localize text in your app
[15:48:50] <dajos7> https://github.com/libgdx/libgdx/wiki/Internationalization-and-Localization
[15:48:53] <dajos7> this one?
[15:48:56] <mk1> yeah
[15:49:02] <dajos7> i know what i18n is :D
[15:49:28] <dajos7> i didnt know of this bundle
[15:52:14] <dajos7> with nested do you mean placeholder?
[15:52:40] <mk1> I'd like to make a choice based on the gender and number of people
[15:53:04] <mk1> plural? their, singular: male? his, her
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[15:54:33] <mk1> {0,choice,0#their|1#{1,0#his|1#her}} basically
[15:54:36] <mobidevelop> I believe that it works similarly to MessageFormat
[15:55:05] <mk1> whoops, missed a choice
[15:55:17] <mk1> yeah, it does, but it appears it doesn't support nesting
[15:55:27] <mobidevelop> Sounds plausible
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[15:55:50] <dajos7> ah ok...
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[15:56:43] <dajos7> it's funny
[15:56:55] <dajos7> we had this in a company i worked
[15:57:27] <dajos7> but it wasnt used because of the external translators .. too stupid to understand nested choise :D
[15:57:48] <dajos7> they would translate the whole line with everything in it ^^
[15:58:08] <mobidevelop> Wiki says nesting is supported
[15:58:16] <mk1> mhm
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[15:59:14] <mk1> no example though
[15:59:45] <mobidevelop> I've never used the class so can't help you there
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[16:02:26] <dajos7> https://github.com/libgdx/libgdx/wiki/Internationalization-and-Localization
[16:02:37] <dajos7> yes nesting coises are supported
[16:03:21] <mk1> and yet it doesn't work for me
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[16:05:50] <mk1> correction: it works using {1,number,integer} as nested choice, but I can't nest a "choice" in a choice
[16:05:54] <[[derek]]> what is the state of GWT for Java 8?
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[16:09:54] <mobidevelop> GWT supports up to Java 7
[16:10:38] <[[derek]]> do you know the roadmap for java 8 support?
[16:10:54] <mobidevelop> Nope
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[16:12:51] <mobidevelop> Supposedly gwt 2.7 is supposed to support java 8 language features
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[16:16:16] <junkdog> speaking of GWT, does anyone have experience with alternatives to GWT? I saw mario tweet about TeaVM (https://github.com/konsoletyper/teavm), which looks kinda promising.
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[16:16:54] <junkdog> Recently wanted to throw out the GWT code when trying to get the unit tests running against the GWT backend.
[16:17:28] <mobidevelop> junkdog: the teavm guy mentioned wanting to make a teavm backend for libgdx
[16:17:37] <mobidevelop> But that's on him to do
[16:18:19] <mobidevelop> [[derek]]: apparently 2.7 is not going to support java 8, but 3.0 (whenever that happens) should
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[16:19:28] <junkdog> ah, thanks - I'll need to look into it some more. Bytecode to JS compilation would - potentially - solve a lot of headaches.
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[16:24:50] <[[derek]]> okay, so hacky hacky java pointers here we go
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[16:24:55] <[[derek]]> god forgive me
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[16:25:39] <Xoppa> man... people really don't read anymore? https://code.google.com/p/libgdx/issues/list
[16:25:54] <EyeOfMidas> lol
[16:25:56] <mobidevelop> Lol
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[16:26:14] <Xoppa> this is submit page: https://code.google.com/p/libgdx/issues/entry?template=Defect%20report%20from%20user
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[16:26:46] <mobidevelop> Ha, silly users.
[16:27:29] <EyeOfMidas> Is there a ModelBuilder function for making a flat plane?
[16:27:37] <Xoppa> rect
[16:28:09] <EyeOfMidas> Is it new?
[16:28:18] <Xoppa> no
[16:28:26] <EyeOfMidas> oh, whoops. createRect
[16:28:28] <Xoppa> its there since the beginning
[16:28:33] <Xoppa> no! not createRect
[16:28:38] <Xoppa> check https://github.com/libgdx/libgdx/wiki/ModelBuilder%2C-MeshBuilder-and-MeshPartBuilder
[16:29:17] <EyeOfMidas> oh, I see
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[16:44:17] <EyeOfMidas> I'm not getting it. I just want to draw a rectangle at a depth
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[16:44:46] <EyeOfMidas> I've used a mesh builder to make a flat plane, but I don't know how to call render
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[16:49:22] <EyeOfMidas> this isn't up to date, is it? https://github.com/libgdx/libgdx/wiki/Mesh,-color-&-texture
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[16:50:36] <Xoppa> if you're using modelbuilder then you don't have to care about that (although its good practice to understand what you're actually doing)
[16:51:00] <Xoppa> what isn't clear about modelbuilder?
[16:51:05] <EyeOfMidas> I don't understand how to use modelBuilder to make a plane
[16:51:16] <Xoppa> did you read the wiki page i referred to?
[16:51:26] <EyeOfMidas> it uses meshBuilder
[16:51:40] <Xoppa> why does that matter?
[16:51:51] <EyeOfMidas> I'm confused how they interact
[16:52:03] <Xoppa> did you actually read it or just skimmed it and saw there meshbuilder being noticed?
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[16:53:21] <EyeOfMidas> I searched for rect. I suspect that's probably not what you expected me to do
[16:53:49] <EyeOfMidas> I understand modelbuilder allows me to build a model out manually
[16:54:04] <EyeOfMidas> but do I need to worry about nodeParts?
[16:54:22] <EyeOfMidas> how do I use the meshpartbuilder in conjunction with the modelbuilder?
[16:55:21] <EyeOfMidas> I guess the problem I see is that at no point does it seem to pass the stuff built in the mesh builder into the model builder
[16:55:29] <EyeOfMidas> so I don't know how they relate
[16:55:32] <Xoppa> the answer to all those questions is explained on that page
[16:55:53] <Xoppa> yes, you need to worry about nodeparts
[16:57:27] <Xoppa> note that if you don't care about performance, then you can use the createRect method
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[16:58:03] <EyeOfMidas> is it a serious performance hit?
[16:58:13] <EyeOfMidas> like, 60fps -> 10fps?
[16:59:14] <Xoppa> if the only thing you render is a plane, then there's no performance hit
[16:59:31] <EyeOfMidas> what if I render, say, 50 planes?
[16:59:44] <Xoppa> yes, then it will be a serious performance hit
[16:59:54] <EyeOfMidas> because it's not batched?
[17:00:44] <Xoppa> To quote that wiki page:
[17:00:46] <Xoppa> "A NodePart is the smallest renderable part of a Model. Every visible NodePart implies a render call (or "draw call" if you prefer). Reducing the number of render calls can help to decrease the time it takes to render the model. Therefore it is advised to try to combine multiple parts to a single part where possible."
[17:01:03] <EyeOfMidas> I tried reading through that and I'm just lost.
[17:01:09] <EyeOfMidas> What is a Node vs a NodePart?
[17:01:25] <EyeOfMidas> it sounds like a node is a 3d coordinate plus a material
[17:01:46] <Xoppa> perhaps reading it using an example helps: http://blog.xoppa.com/behind-the-3d-scenes-part1/
[17:05:01] <EyeOfMidas> so... a MeshPart isn't actually a sub-element of Mesh, it's a wrapper for each mesh that's part of a model
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[17:07:19] <Xoppa> A MeshPart is a class that describes a part of a mesh
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[17:08:17] <EyeOfMidas> it contains a mesh and adds additional information about it?
[17:08:21] <Xoppa> http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g3d/model/MeshPart.html
[17:09:16] <EyeOfMidas> ok, I think I understand MeshPart now
[17:09:28] <EyeOfMidas> and a node just describes details on a mesh part?
[17:11:03] <EyeOfMidas> how do you define which vertices belong to which mesh part? Like in your car example?
[17:11:26] <EyeOfMidas> or, it's automatic, based on material
[17:11:39] <Xoppa> you don't have to care about that, fbx-conv (or ModelBuilder#part) will do that for you
[17:12:28] <EyeOfMidas> so, hold on a bit. If I were to make a simple plane model, would that be faster and easier than creating one in code?
[17:12:41] <Xoppa> MeshPart == shape; Material == how it should look like; NodePart = {MeshPart, Material};
[17:12:53] <EyeOfMidas> that really helps
[17:13:10] <EyeOfMidas> mesh part is actually a model (assuming all one material)
[17:13:13] <Xoppa> so NodePart decribes the shape and how it should look like
[17:13:34] <EyeOfMidas> and a node part is the whole thing, really
[17:14:29] <Xoppa> no, a NodePart = shape + how it should look like (and some other information, you can ignore for now)
[17:15:16] <Xoppa> Node contains zero or more NoreParts, including the location, scale and rotation that should be applied to them
[17:15:16] <EyeOfMidas> ok
[17:15:52] <EyeOfMidas> so node is a matrix transformation on top of a nodepart
[17:16:16] <EyeOfMidas> or several
[17:16:20] <Xoppa> you could say that
[17:16:36] <Xoppa> don't think about it from a rendering view, but from a modelling view
[17:16:47] <EyeOfMidas> Both views are new to me
[17:17:09] <Xoppa> then you problably want to start with a modelling application
[17:17:21] <EyeOfMidas> I can *use* blender
[17:17:28] <EyeOfMidas> but that doesn't mean I understand it's finer points
[17:18:03] <Xoppa> if you use blender then you use nodes
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[17:18:43] <EyeOfMidas> ok. So node in blender is... the whole model?
[17:19:11] <EyeOfMidas> for instance, if I used the default cube, and applied a simple material to it
[17:19:21] <Xoppa> then that would be a node
[17:19:23] <EyeOfMidas> in libGDX I would have a single node, with a single nodepart
[17:19:32] <Xoppa> if you then added a sphere to it, then you would have two nodes
[17:19:52] <EyeOfMidas> and if I put two materials on each half of the sphere
[17:20:02] <EyeOfMidas> I would have two nodes, but one of them would have two nodeparts?
[17:20:05] <Xoppa> then that would be two parts within the node
[17:20:14] <EyeOfMidas> yes!
[17:20:23] <Xoppa> (depending on how blender actually exports them, i donts use blender)
[17:21:36] <EyeOfMidas> what do you use?
[17:22:33] <Xoppa> its been a while since i modelled, but last time i used maya
[17:22:56] <Xoppa> i explained that here: http://blog.xoppa.com/loading-a-scene-with-libgdx/
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[17:26:32] <EyeOfMidas> so you put all the .obj models into a single scene (in Maya)
[17:26:47] <EyeOfMidas> and then export it to a fbx format?
[17:27:05] <EyeOfMidas> so everything would just sit on top of everything else
[17:27:24] <EyeOfMidas> and then you only draw specific nodes based on what you actually want to draw
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[17:28:55] <Xoppa> iirc i do something like that somewhere in the middle
[17:29:06] <EyeOfMidas> ... wait, so you build the whole "world" in the modeling application?
[17:29:16] <Xoppa> thats correct
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[17:29:41] <EyeOfMidas> this is awesome
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[17:30:43] <Xoppa> if you haven't read these tutorials? where did you start with the 3d api?
[17:31:07] <EyeOfMidas> Basic 3d using libGDX
[17:31:14] <knobber> i'm getting an exception for no apparent reason when I try to run this shader on a spritebatch... Exception in thread "LWJGL Application" java.lang.IllegalArgumentException: no uniform with name 'u_texture' in shader, my shader: http://pastebin.com/eYrxwPn6
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[17:31:38] <EyeOfMidas> but you jump right into loading models
[17:31:47] <EyeOfMidas> and all I want is a flat rectangle
[17:32:00] <EyeOfMidas> should I just make a plane model and go from there?
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[17:33:07] <Xoppa> if all you want is a rectangle, then ModelBuilder#createRect is enough
[17:33:28] <EyeOfMidas> but if I wanted a lot, it's not a good choice
[17:34:06] <Xoppa> if you want a lot, then you should consider combining them to avoid having many small render calls
[17:34:24] <EyeOfMidas> while ambitious, I wanted to make a 2D game that behaved like rayman legends
[17:34:32] <EyeOfMidas> https://www.youtube.com/watch?v=y-chi097uV4
[17:34:49] <EyeOfMidas> so I would have to write my own batcher?
[17:35:11] <Xoppa> why would you have to do that?
[17:35:22] <EyeOfMidas> I'm confused
[17:35:57] <EyeOfMidas> combining the create rects?
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[17:36:29] <Xoppa> you could use spritebatch for that
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[17:36:41] <EyeOfMidas> spritebatch doesn't do depth
[17:37:08] <Xoppa> knobber, why do specify the uniform in the vertex shader?
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[17:37:18] <Xoppa> EyeOfMidas, you said it is 2d
[17:38:07] <EyeOfMidas> paper mario 2d
[17:38:10] <knobber> I'm not 100% sure what the convention is, but afaik uniforms are shared between vertex and frag shader?
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[17:38:33] <EyeOfMidas> flat 2d actors, but 3d world
[17:38:44] <EyeOfMidas> ala original Doom
[17:39:10] <Xoppa> knobber, no, only one of both
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[17:39:26] <Xoppa> EyeOfMidas, then use spritebatch for the actors and modelbatch for the world
[17:40:08] <EyeOfMidas> it still doesn't solve the depth issue
[17:40:19] <Xoppa> which depth issue?
[17:40:37] <knobber> so I declare the uniforms that I use in the vsh in the vsh and the ones I use in the fsh in the fsh?
[17:40:43] <Xoppa> yes
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[17:41:32] <knobber> okay, I did that, but it is still complaining about not finding the u_texture uniform even though i've declared and utilised it in the fragment shader
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[17:42:59] <Xoppa> knobber, consider parsebin the code
[17:43:02] <knobber> oh, nevermind, i found the issue... i was playing around with a different piece of code and it was removing the vec3 that i wasn't using
[17:43:14] <knobber> which removed the u_texture sampler2d
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[17:45:05] <flogy> any java abstraction pro here that can lend me 5min of time?
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[17:46:15] <[twisti]> ~~ flogy commitment
[17:46:22] <[twisti]> whoops, wrong channel
[17:46:50] <[twisti]> flogy: its better to ask your question than ask to ask, and also, consider asking in ##java, since it sounds like a general java question
[17:47:34] <flogy> yea, you're right. thought that maybe someone wants a quick challenge :)
[17:47:48] <EyeOfMidas> Decals!
[17:47:52] <EyeOfMidas> That's what I'm trying to do
[17:49:41] <knobber> do libgdx shader colors work in [0, 1] or [0, 255]
[17:52:18] <cackling_grandma> late answer, but 0.0 -> 1.0
[17:53:05] <knobber> okay thanks
[17:54:38] <ollipekka> davebaol: porting my game to use the steering api
[17:55:15] <flogy> java abstraction question: i have two libraries (one for java/desktop and one for android). to use them out of my core-project, i have an abstract ActionResolver class which is implemented by DesktopActionResolver and AndroidActionResolver. now, those two libraries contain lots of equal classes, since there is not much difference between android/java. i am now impementing the calls to those equal classes doubled: once in android resolve
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[17:55:59] <ollipekka> flogy, make one common project and use abstract classes there
[17:56:13] <flogy> the only difference between the implementations is the package of the class to call (--> different library jars)... is there a possibility to somehow abstract this so that i don't need to make most of the implementations doubled?
[17:56:15] <ollipekka> and then fill / inject only non-common implementation
[17:56:34] <ollipekka> flogy: if its that, then probably no
[17:56:52] <ollipekka> either case you are going to end up referencing those platform methods
[17:58:39] <flogy> but how can i manage to do a common project when the calls need to go to either androidLib-class or javaLib-class?
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[17:59:14] <codi^r> why not use the same package name for both?
[17:59:36] <flogy> i thought of something like generics, where i can pass the lib to use
[18:00:35] <flogy> because it's not always the same stuff. some things are handled differently on android. but most of the library classes i use in my project are equal in both libraries...
[18:01:51] <ollipekka> flogy: if you have two apis com.flogy.android.best and com.flogy.core.best they could share com.flogy.api, and you could change the library.
[18:02:08] <flogy> but you are right, i might just not abstract the calls where i am sure they are implemented equally on android/java lib
[18:02:23] <ollipekka> but if the libs are com.notflogy then i am not sure if there's a way to do it
[18:02:47] <flogy> unfortunately they are com.notflogy :(
[18:02:56] <flogy> but thanks for your help!
[18:03:08] <ollipekka> you might wrap them under one api called com.flogy.api and then com.notflogy.android.best would be wrapped in the api and same with core.
[18:03:16] <ollipekka> then you can just pass around com.flogy.api
[18:04:36] <flogy> isn't that what i am doing now?
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[18:05:28] <ollipekka> flogy: you're right, yes
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[18:07:22] <knobber> what is the difference, in a ShaderProgram, between setUniformf, setUniformi, setUniform3fv... is it float, integer, float vector len3?
[18:07:59] <flogy> ollipekka: hm :/ i think i'll just continue as i started. thanks for your time
[18:08:39] <Xoppa> knobber, https://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml
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[18:12:35] <knobber> tyvm
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[18:30:40] <jeffo> Anyone wanna start working on a libmodplug RoboVM binding with me? ;D
[18:34:17] <ollipekka> davebaol: is the angular component of the structs used yet?
[18:34:24] <ollipekka> of the steering result?
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[18:42:17] <vixus> has the procedure for loading TTF fonts via freetype and the asset manager changed?
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[18:42:31] <vixus> i can no longer find FreeTypeFontGeneratorLoader in the freetype package
[18:43:22] <mobidevelop> O.o
[18:43:49] <mobidevelop> It's there
[18:43:49] <vixus> hrm
[18:43:51] <vixus> something's wrong then
[18:44:06] <vixus> because i can't see FreeTypeFontLoader there either
[18:44:27] <mobidevelop> You must be on an older version
[18:44:31] <vixus> yeah i think so
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[18:44:43] <vixus> it says 1.0.2
[18:44:52] <Christiaan> Heyya
[18:45:20] <Christiaan> I want to draw a shape at a certain position in the 'world' using the ShapeRenderer class
[18:45:26] <mobidevelop> Yeah, you want 1.4.1 for that vixus
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[18:46:10] <Christiaan> However, the ShapeRenderer's circle function take a x and y coordinates, and draws the shape using those coordinates as screen coordinates, even though they are world coordinates
[18:46:27] <vixus> mobidevelop: is there a way to keep the gdxVersion up to date in build.gradel?
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[18:46:34] <vixus> or do I have to keep changing it manually?
[18:46:44] <Christiaan> I have tried using project, but then as soon as my world moves the shape is still drawn on the same place on the screen (And it is not the correct place)
[18:46:47] <Tomski> vixus, you choose what version you want to use
[18:47:00] <Tomski> you could use a + modifier to use the latest version
[18:47:10] <Tomski> 1.+ should work
[18:47:13] <ollipekka> davebaol: i've got a bit of a problem, face behavior can't be really used with any behavior in either blend or priority behabiors because it sets linear velocity zero. it also operates strictly on angular component. perhaps change it so that it doesn't null linear?
[18:47:22] <vixus> Tomski: ok thanks
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[18:54:18] <indiepig> Hi all
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[18:55:34] <Christiaan> Concrete question: How do I use the ShapeRenderer to render a shape at a world coordinate, rather than a screen coordinate?
[18:55:34] <indiepig> was wondering if anybody has heard of a successful java wrapper for fmod not super old
[18:56:30] <indiepig> re: christiaan, there's a screen to world coords function somewhere, lemme find it, might be on Actor
[18:56:36] <mobidevelop> Christiaan: set the projection matrix of the ShapeRenderer
[18:56:43] <jeffo> indiepig, I've been able to use libmodplug for android/libgdx very easily
[18:57:04] <jeffo> and I think it should be just as easy to use with just Java
[18:57:06] <Christiaan> mobidevelop: It's set to camera.combined
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[18:57:26] <jeffo> indiepig: but I'm still looking for a solution to use with iOS/libgdx (basically need a robovm binding)
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[18:57:41] <Christiaan> The camera is the one I got from my spritebatch
[18:57:47] <mobidevelop> If the camera is in world dimensions, just use world coordinates then
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[19:01:58] <vixus> mobidevelop: works great now thanks
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[19:03:52] <Christiaan> mobidevelop: I think I found my error :)
[19:04:08] <Christiaan> Thanks a lot!
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[19:18:14] <jerome[fr]> hi
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[19:47:04] <ollipekka> davebaol: see my comments in the closed issue
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[20:05:12] <cackling_grandma> kjempff, is the sound limit per sound or everything combined
[20:05:31] <cackling_grandma> cause I was reading on it (again) and sound is generated on the heap
[20:05:45] <cackling_grandma> that stuff is not going to to overflow with 1MB
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[20:08:14] <mobidevelop> I thought it was per sound
[20:09:05] <cackling_grandma> he said the combined memory usage of initialized sound object must not exceed 1MB or android would throw a fit.
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[20:19:01] <mobidevelop> Looking at sound pool native source, looks like it should only be a per sound limit
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[20:23:23] <kalle_h_> https://www.dropbox.com/s/vmyuytjfrd5iw3k/DepthJitterOn.png?dl=0 vs https://www.dropbox.com/s/pggonhqrl6de5i1/DepthJitterOff.png?dl=0
[20:23:41] <kalle_h_> So many ideas how to use noise to fix banding
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[20:25:14] <kalle_h_> Tried roughness, color and specular noise too to fix banding but those where too minimal improvements(there wasn't any banding visible in first place)
[20:25:19] <cackling_grandma> mobidevelop, that mean each sound cap at 1MB then.
[20:25:27] <cackling_grandma> much more managable, phew.
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[20:54:05] <ollipekka> just removed crapload of code thanks to gdx-ai
[20:54:23] <jeffo> is there a* in there?
[20:54:51] <ollipekka> not sure, but i rely heavily on the steering behaviors
[20:55:19] <nooooooooooooone> no a*
[20:55:31] <ollipekka> i can contribute two pretty useful behaviors too, rotation with control equation (useful for tracking turrets and turning spaceships) and limit turning angle behavior.
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[20:58:07] <nooooooooooooone> for A* you can have a look at the very simple https://github.com/libgdx/libgdx/pull/2177
[20:58:40] <jeffo> thanks noone
[21:00:06] <loogie> is there a way to just set an asset in the assetmanager (ie: it's already been loaded)
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[21:00:34] <loogie> instead of loading it?
[21:00:34] <nooooooooooooone> loogie: the last time I checked there wasn't anything
[21:01:16] <loogie> hrm. i mean i load a font for the default debug font first... and if i could get it in the assetmanager i wouldn't need to load it again to reference it from that..
[21:01:26] <loogie> not a big deal not like it takes a long time.
[21:01:52] <nooooooooooooone> might be useful to add something like AssetManager.manage(...)
[21:02:14] <loogie> maybe if i get more confident in what the hell i'm doing :P
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[21:05:10] <loogie> for now i'll just load it again. if it becomes a problem i'll take a look at adding something
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[21:14:53] <kalle_h_> https://www.dropbox.com/s/2d5i0xn4avuxwue/Artsy-Screenshot-03.png?dl=0
[21:15:38] <kalle_h_> Lot's of small improvements today. Hard to keep track on all
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[21:26:01] <nooooooooooooone> loogie: there is a protected AssetManager.addAsset(...)... you could extend the AssetManager and make this method public
[21:27:09] <loogie> cool
[21:27:14] <nooooooooooooone> I'm not sure why it is protected, I think it could be useful to make it public
[21:27:15] <loogie> thanks nooooooooooooone i'll check it out
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[21:27:53] <loogie> yeah, i figured that'd be a normal thing.. to load preliminary assets for the load sequence, then continue to use them afterward.
[21:29:02] <nooooooooooooone> it is also useful in case you are generating assets yourself, like creating a Texture or Model via code
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[21:29:58] <nooooooooooooone> kalle_h: it looks really nice
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[21:30:25] <cobolfoo> It always looks really nice, hope the gameplay is good :)
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[21:35:59] <nooooooooooooone> nexsoftware: do you know of any reason why AssetManager.addAsset(...) is protected and not public? I'd make a PR to make it public otherwise
[21:36:50] <Xoppa> thats discussed on github
[21:37:13] <Xoppa> you shouldnt inject assets anyway
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[21:37:25] <nooooooooooooone> why not?
[21:37:38] <Xoppa> why would you?
[21:38:17] <nooooooooooooone> I would not need to care about disposing them anymore, and I could access them like any other assets
[21:38:43] <Xoppa> then encapsulate the assetmanager
[21:38:44] <nooooooooooooone> why should the AssetManager be only responsible for assets that were loaded via a Loader?
[21:39:02] <Xoppa> assetmanager also does refcounting, which goes wrong when you inject assets
[21:39:30] <nooooooooooooone> wouldn't the refcounting just stay at 1?
[21:39:58] <Xoppa> it depends on the dependencies :D
[21:40:01] <Xoppa> https://github.com/libgdx/libgdx/pull/270
[21:40:08] <nooooooooooooone> what do you mean by "encapsulate" the asset manager?
[21:41:38] <Xoppa> create an Assets class or something like that which uses AssetManager for files and an Array for manually created assets
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[21:43:17] <nooooooooooooone> ugly imho
[21:44:31] <nooooooooooooone> I think making it public, adding those necessary checks you are talking about (although I'm not sure all of the "load()" checks are necessary) and adding a warning about refcounting is a nice way to do it
[21:45:19] <nooooooooooooone> on the other hand... one could also just extend AssetManager, thanks to your PR
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[21:49:09] <Xoppa> it's possible to extend it, if you like that, then you can do that. but it's not how it's intended and it might not work correctly. I don't see a good use for it, if you really want to use AssetManager that way, then you might as well create an AssetLoader, register it and create the asset (whether you actually load it or construct it from code, doesn't matter) in there. That's how it is intended.
[21:53:11] <nooooooooooooone> you are right, but that's just a lot more "work"... and the naming already gives a hint that it doesn't fit 100%. I mean creating a "Loader" which will then not "load", but create it. Plus there are already registed Loaders for the most common types and you usually do not want to replace those...
[21:53:14] <knobber> is 'smoothstep' (in shaders) supposed to break when I try to run it on a mobile device? How would I go about debugging this? It says 'Error: 'smoothstep': no matching overloaded functino found' even though I thought it was supposed to be a build in opengl fct?
[21:54:03] <knobber> & the shader runs fine on the desktop
[21:55:28] <knobber> ah, actually it may be because i was passing ints instead of floats... is there a way to make it tell me explicitly when I do things like that on desktop instead of just running it?
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[21:57:00] <Xoppa> knobber, use a glsl editor (profiler, e.g. for the one of the gpu vendor of your test device). also print this and limanate it: https://www.khronos.org/files/opengles20-reference-card.pdf
[21:57:32] <sinistersnare> nooooooooooooone, how many accounts do you have? i see many amounts of O's
[21:57:44] <sinistersnare> also Xoppa read the style guide on the wiki! it tells you how to use wiki-links :D
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[21:58:00] <knobber> thanks for that link
[21:58:07] <nooooooooooooone> cool link Xoppa
[21:58:50] <kalle_h_> knobber: opengl and opengles are not identical so that might cause you some problems. Usually shader problems are a lot easier to solve if you use 3rd party editor(with opengl es shader compiler) as your shader IDE which can tell you errors/warnings directly
[21:59:08] <kalle_h_> too slow
[21:59:14] <nooooooooooooone> it's funny how many people are bothered by my varying amounts of 'o's in my name xD
[21:59:30] <jeffo> i cant handle them o's mayn
[21:59:31] <knobber> do you have any recommendations? right now i just have an eclipse plugin that does syntax highlighting and have just been running it there
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[22:00:02] <kalle_h_> Its also possible to setup PC to emulate gles2.0/3.0 Not sure how much work it would be to make libgdx support that
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[22:00:42] <kalle_h_> none: still one too many
[22:00:47] <kalle_h_> nne
[22:00:49] <Xoppa> sinistersnare, yeah sorry, i saw your changes indeed. I though i was doing well (adding bullet to the wiki articles naming) but I was too stupid to actually check your docs on how to do that, my apologies.
[22:00:50] <none> nne is used :(
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[22:01:03] <Guest11789> oh, none as well
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[22:01:12] <kalle_h_> n0ne
[22:01:24] <sinistersnare> Xoppa, no worries! :) there was a lot of talk on IRC that night that no one could see the style guide :)
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[22:03:20] <Xoppa> knobber, i've used the adrino profiler which worked quite nice, but i'm sure others have those as well
[22:03:57] <knobber> okay, i'll take a look (i assume you mean adreno for qualcomm chipsets?)
[22:03:59] <knobber> thanks for your patience
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[22:04:42] <kalle_h_> Good editor should have ability to save shader to file(with hotkey). Then you just need to add shader hotloading and you have really good editor setup
[22:05:15] <kalle_h_> live editing, syntaxt highligting, warnings/errors, performanace charasterics
[22:05:39] <Xoppa> nice thing about adreno profiler is that it also shows you performance impact of the changes you make
[22:05:42] <Xoppa> yeah dat
[22:11:39] <kalle_h_> Damn too much work too little time. I need to do multithreaded shader compilation/shader caching, motion vectors -> motion blur, temporal AA, auto exposure, better day/night cycle, color correction, better and stabler bloom, mesh particle emitter support, improve draw distance, optimize
[22:12:17] <kalle_h_> and I want to do this before weekend :/
[22:13:08] <nooone> "optimize"... that's probably open end
[22:14:12] <kalle_h_> its not open end. I have certain min spec that need to run
[22:14:43] <kalle_h_> I just don't know what is needed to do to achieve that
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[22:15:54] <kalle_h_> Engine gets faster every day and then artist add more content which negate the gains
[22:15:58] <kalle_h_> and loop goes on
[22:18:50] <kjempff> cackling_grandma the 1mb limit is total loaded sounds.. it is a limit in android, test it or google it
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[22:20:36] <nexsoftware> kjempff: looking at the actual source of soundpool that doesn't sound right
[22:22:03] <kjempff> well it is, and I tested it
[22:23:34] <nexsoftware> Perhaps it is limited to certain versions
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[22:25:34] <kjempff> google android SoundPool and 1mb limit
[22:26:53] <nexsoftware> I have
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[22:31:52] <kjempff> http://stackoverflow.com/questions/7428448/android-soundpool-heapsize-overflow?lq=1 ... well all I can say is I tested it to be true and that is proof enough for me
[22:33:58] <davebaol> <ollipekka> just removed crapload of code thanks to gdx-ai
[22:34:00] <davebaol> this makes me happy :)
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[22:40:31] <knobber> does github disable rightclicks on their pages now? wtf
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[22:44:43] <davebaol> knobber: what do you mean exactly? it works for me with firefox and chrome
[22:45:00] <knobber> https://github.com/libgdx/gdx-ai i cannot rightclick at all on that page
[22:45:08] <knobber> for some reason... even after a refresh, just that page, other github pages work fine
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[22:45:35] <knobber> only tried chrome just thought it was very wierd
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[22:46:44] <knobber> it works in firefox... must be some plugin or sth
[22:47:06] <davebaol> don't know
[22:50:51] <cobolfoo> work ehre too
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[23:07:06] <dauntless26> Hey guys. Is it possible to get font.draw to display with equal space between all characters?
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[23:08:45] <Lestat> Not out of the box
[23:09:44] <dauntless26> Suggestions?
[23:09:53] <Lestat> but you can check what width every character has and draw it one by one putting the extra space needed to be the same as the ones with more width. Only way I can think of
[23:10:17] <Lestat> Too much trouble o.o
[23:10:27] <dauntless26> Yeah
[23:10:46] <Lestat> But If you make it, you can send a PR ;)
[23:10:49] <dauntless26> Are there fonts I can use that have equal width?
[23:13:31] <dauntless26> Monospaced fonts
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[23:18:31] <Lestat> I havent used hiero in a while, it doesnt have an option for that?
[23:18:44] <James990> Hey :)
[23:18:47] <Lestat> If not, then you can edit both the png and fnt files
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[23:19:00] <Lestat> hi James990
[23:19:16] <James990> My first day of libgdx!
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[23:20:48] <James990> Went well so far... :P
[23:21:51] <dauntless26> Welcome James
[23:22:26] <dauntless26> Lestat where can I find compatible fonts for libgdx. Do you know?
[23:22:37] <James990> Thank you dauntless26 :)
[23:22:48] <James990> Lestat you looking for bitmap fonts?
[23:24:06] <dauntless26> I am.
[23:24:23] <dauntless26> I need a monospaced font
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[23:25:04] <James990> Not sure if this helps, but there is a good tool to generate bm fonts... http://kvazars.com/littera/
[23:26:04] <dauntless26> Shot there was a function in libgdx for it lol
[23:26:10] <dauntless26> Shit
[23:26:23] <James990> :/
[23:26:31] <dauntless26> Font.setfixedwidthglyphs
[23:26:51] <dauntless26> Thank you though james
[23:26:56] <James990> np :)
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[23:31:02] <Lestat> lol...
[23:31:11] <Lestat> then sorry, my fault I didnt know
[23:31:23] <dauntless26> Lol np
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[23:43:09] <kalle_h_> http://petapixel.com/2014/10/13/math-behind-rolling-shutter-phenomenon/ cool
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   October 14, 2014  
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