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[00:26:37] <slijt> is there any way to check if a stage has been disposed?
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[00:28:40] <mobidevelop> Yes, you look to see if you call dispose :P
[00:29:09] <slijt> well I meant more in real time, I gotta check if I need to remake the stage :p
[00:29:40] <slijt> before I do stage.draw() I gotta check that it has been created
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[00:30:48] <mobidevelop> Create it in create
[00:31:36] <slijt> I do
[00:31:49] <slijt> but when I switch screens Im disposing of the stage
[00:32:02] <mobidevelop> Ok
[00:32:15] <mobidevelop> So create it in show, and dispose it in hide if you like.
[00:32:20] <slijt> but it still renders it one more time so I get a null error since I make the stage null afterwards :s
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[00:33:35] <mobidevelop> It shouldn't render again after hide
[00:33:51] <Xoppa> if (stage != null) { your code here }
[00:34:43] <slijt> Xoppa: thats how I solved it for now, just felt a little bit too hacky
[00:34:50] <slijt> Xoppa: like Im doing something wrong
[00:35:40] <Xoppa> if it works, then it works. eventually you probably want to share the same spritebatch (or perhaps stage) among screens though
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[00:40:28] <slijt> Xoppa: yea I noticed we did the switching system a bit wrong, instead of using the show and hide methods we are handling it ourselves
[00:40:51] <slijt> Xoppa: aka I either remake the switching system or I simply use an if-statement
[00:40:56] <slijt> it's a no-brainer :P
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[01:03:25] <dauntless26> My camera is set to follow the player but there is a stutter as the player moves. Almost like if the player is moving before the camera moves.
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[01:04:58] <slijt> dauntless26: if your camera follow the player, the player ALWAYS move before the camera
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[01:05:23] <slijt> dauntless26: by stutter do you mean it's almost like lag?
[01:05:53] <dauntless26> But shouldn't they both be at the same location before the frame is rendered?
[01:05:56] <dauntless26> Yes
[01:06:19] <slijt> dauntless26: are you using float or integers when you get play position and set the camera position?
[01:06:46] <slijt> sounds like you are cutting floats into integers which makes the camera stutter instead of following smoothly
[01:07:08] <dauntless26> No it's floats
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[01:07:21] <slijt> are you absolutely sure?
[01:07:43] <dauntless26> Yes
[01:07:44] <slijt> all it takes is saving it into an integer variable and it's ruined
[01:07:53] <slijt> then I dunno, I need more info then
[01:08:03] <Flaiker> are you using the same renderer for world, player and camera?
[01:08:29] <dauntless26> Renderer?
[01:08:53] <dauntless26> Batch you mean ?
[01:08:58] <Flaiker> yes
[01:09:05] <dauntless26> Yes
[01:09:23] <Flaiker> like i have a tilemap which comes with a renderer when loaded, so I use that one too to draw the player
[01:09:24] <Flaiker> hm
[01:11:25] <dauntless26> Trying to upload a picture of code
[01:11:47] <hextileX> short iOS question: Can I use every 100% java library for the iOS backend?
[01:12:17] <hextileX> I saw that not every lib works with android, how can I am sure that the lib works with the iOS backend?
[01:12:50] <slijt> google the libs you wanna use and make sure they work with iOS hextileX
[01:13:38] <hextileX> with the roboVM keyword?
[01:14:25] <hextileX> I want use this: http://mvnrepository.com/artifact/org.java-websocket/Java-WebSocket/1.3.0
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[01:18:57] <dauntless26> https://docs.google.com/file/d/0B3en7Eyyd0P7UGtleWNzMFk1Uzg/edit?usp=docslist_api
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[01:19:31] <slijt> hextileX: yeah, pretty sure websocket works
[01:19:47] <slijt> dauntless26: I need permission
[01:20:02] <slijt> you can just post the code on pastebin otherwise
[01:20:09] <hextileX> ok. I work on a prototype
[01:20:27] <hextileX> maybe somebody of you with a mac can try to compile it in a few days
[01:20:34] <dauntless26> I dont have internet on my computer so I'm sending this from my phone
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[01:21:11] <dauntless26> Permission granted
[01:21:16] <mobidevelop> hextileX: generally, if something works on Android, it will work on RoboVM
[01:21:43] <hextileX> mobidevelop: thanks! did not know
[01:22:12] <hextileX> still on the tcp / network / websocket prototype task :->
[01:22:24] <hextileX> dauntless26: please use paste service next time
[01:22:47] <mobidevelop> I did a websockets client server once (with pure TCP for those clients which could handle it)
[01:22:51] <dauntless26> I cant i dont have internet on my computer
[01:22:52] <slijt> dauntless26: ur casting bad no?
[01:22:57] <mobidevelop> Was a lot of work
[01:23:18] <dauntless26> Slijt position returns integers
[01:23:41] <slijt> dauntless26: yes but ur only casting ur targetpos aren't you?
[01:24:17] <dauntless26> Its casting the getx and gety return valuea
[01:24:21] <dauntless26> Values
[01:25:03] <hextileX> mobidevelop: good to know. I will still test it
[01:25:10] <dauntless26> Getsprite.getwidth already returns a float
[01:25:20] <hextileX> dauntless26: kk
[01:25:46] <mobidevelop> hextileX: I assume you aren't writing it from scratch so it will probably be much less work for you
[01:27:53] <hextileX> i hope so
[01:28:05] <hextileX> its such a nice idea ... it must work
[01:29:44] <slijt> dauntless26: hmm im not sure what it could be
[01:29:55] <slijt> dauntless26: can u describe the problem one more time?
[01:30:00] <dauntless26> Sure
[01:31:04] <dauntless26> I set the camera to follow the player sprite but it seems like the player sprite is moving and that movement is being rendered before the camera position is set
[01:31:28] <dauntless26> So it looks like there is a stutter
[01:32:06] <slijt> dauntless26: so it actually stutters, or does the actual camera move smoothly
[01:32:07] <dauntless26> You see the sprite ahead of the camera in one frame and not in the next
[01:32:25] <dauntless26> The camera moves fine
[01:32:38] <slijt> dauntless26: oh, the camera moves fine!
[01:32:54] <slijt> dauntless26: so the actual problem is that ur camera isn't centered on the player then
[01:33:02] <dauntless26> Yes
[01:33:18] <Xoppa> make sure to update the game logic (using getDeltaTime()) before rendering (separate game logic from rendering)
[01:34:04] <slijt> yeah it sounds like ur rendering before you update
[01:35:55] <dauntless26> Ive separated update from render. And I've even called camera update AFTER the player movement has been factored
[01:36:10] <dauntless26> I'm uploading a video to show
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[01:38:20] <slijt> dauntless26: yes but in the main game loop, make sure you call the update method BEFORE the render method
[01:38:40] <dauntless26> Ive done that as well
[01:38:48] <slijt> then im clueless
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[01:41:42] <dauntless26> Stutter: http://youtu.be/U-oVtOGfsv8
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[01:42:17] <slijt> dauntless26: private vid..
[01:42:32] <dauntless26> Lol omg google sucks one sec
[01:43:13] <dauntless26> OK try now
[01:43:44] <slijt> uh it looks like ur rendering the scene more than once
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[01:44:06] <slijt> thats phantom images
[01:44:09] <dauntless26> Come again?
[01:44:52] <slijt> it looks like you are rendering everything too many times
[01:45:07] <dauntless26> Im looking at my one and only render methos
[01:45:10] <dauntless26> Method
[01:45:39] <slijt> are you providing correct delta time to ur methods?
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[01:45:50] <Xoppa> libgdx uses double buffering, if you'd be rendering more than once, you'd only see the last one
[01:46:04] <slijt> oh cool, didn't know that!
[01:47:30] <Cethos> Looks like a phenomenom I encountered recently. But that was cause I suck at entity systems
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[01:47:48] <dauntless26> Im not basing movement in delta time. There is an enable disable timer allowing movement
[01:48:18] <slijt> uh
[01:48:47] <slijt> are you using the screen class?
[01:48:52] <dauntless26> Since the entities are kept in an array grid
[01:48:59] <dauntless26> Nope
[01:49:23] <slijt> well im no expert but shouldn't you provide delta time anyways to assure smooth updates
[01:49:29] <Xoppa> depending on your setup there are various possible causes, without seeing the code it's just guessing. consider a sscce.org
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[01:50:22] <dauntless26> The player is allowed to make movements in intervals of 0.1 seconds using the timer and task classes
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[01:50:57] <slijt> I don't get it
[01:51:10] <slijt> what does it matter when they are allowed to move
[01:51:48] <slijt> shouldn't you make it so that ur screen updates on a fixed timestep etc
[01:51:54] <dauntless26> It's too limit the movement speed based off of a grid world
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[01:52:13] <slijt> dauntless26: movementspeed should be entity based
[01:52:22] <slijt> dauntless26: in my opinion
[01:52:27] <dauntless26> It is
[01:52:45] <dauntless26> All this is in an update component belonging to the entity
[01:52:51] <LiquidNitrogen> so youre just limiting the game world to 10 updates/second?
[01:52:55] <slijt> but you just said that ur updating the screen once every 0.1 second etc??
[01:53:23] <dauntless26> Im not very good at explaining myself
[01:53:32] <slijt> dauntless26: I get whay ou mean I think
[01:53:48] <slijt> dauntless26: you mean that inside ur entity update method, you enable and disable when he can move, correct?
[01:53:52] <dauntless26> Im mentally disabled so I have trouble communicating
[01:53:57] <dauntless26> I apologize
[01:54:07] <dauntless26> Yes
[01:54:20] <slijt> dauntless26: but what value are you giving that method?
[01:54:28] <dauntless26> Value
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[01:54:47] <slijt> dauntless26: because if you make a timer based on nothing the timer won't be consistent
[01:55:08] <slijt> or are you basing it on the system clock?
[01:55:10] <dauntless26> Timer class takes care if that for you
[01:55:23] <slijt> ok, system clock then
[01:55:45] <dauntless26> I assume
[01:55:57] <LiquidNitrogen> dauntless26: i find it easier to have a single timer in the main game loop. when it gets to 0.1 seconds, it says updateEverything();
[01:56:15] <slijt> thats exactly what I meant too
[01:56:24] <dauntless26> I may eventually incorporate that
[01:56:38] <slijt> dauntless26: im sorry bud, I'd help you if I could, but I dunno what is going on
[01:56:48] <Xoppa> please don't put game logic in a timer. Also, always use event driven input for these kind of operations
[01:56:51] <LiquidNitrogen> it makes it so that i can then check, if too much time has passed, then update everything twice before drawing
[01:57:01] <slijt> dauntless26: without seeing code we're shooting in the dark, especially if ur not doing it the conventional way
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[01:57:33] <dauntless26> Yep it is event driven and the only thing in the timer task is a Boolean reset
[01:58:05] <slijt> dauntless26: it feels like ur confusing what we mean by update and delta time...
[01:58:19] <Xoppa> in that case remove the timer and reset the boolean in the game logic
[01:58:22] <slijt> duke: we don't really care about the timer
[01:58:42] <dauntless26> I'll just sit on it a while. Five years of programming has proved that eventually a solution comes to me
[01:58:45] <slijt> oops, meant that for dauntless26 *
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[01:59:19] <slijt> dauntless26: it might have something to do with how you update the positions
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[02:00:05] <dauntless26> I'm gonna look over all the code again. Thank you guys for giving me ideas
[02:00:48] <slijt> dauntless26: sure no problem, I really recommend you to look over it's base structure though, sounds like some things are constructed a bit shady
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[02:05:09] <dauntless26> Will do. Im sure its something of that nature. It only happens when the camera follows the player not when the camera is still and the player moves.
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[03:07:07] <Fastinyoh> normal
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[03:15:34] <shadowrunner> hi
[03:16:23] <shadowrunner> anyone here is using Enity Component System pattern?
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[03:17:59] <Cethos> Hi. Yes
[03:19:18] <shadowrunner> nice Cethos, Im also using it on a 2D jRPG project and im really enjoying it
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[03:20:41] <dauntless26> Ok guys i made a self contained file. That reproduces the stutter error
[03:20:47] <dauntless26> https://docs.google.com/file/d/0B3en7Eyyd0P7Z0NBaUl0UkdaTEk/edit?usp=docslist_api
[03:20:56] <Cethos> shadowrunner: Sounds great, jRPGs rock. And yeah, they're pretty nice to work with. :)
[03:21:18] <dauntless26> I dont know how to make the file public so just ask permission and I'll grant it
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[03:24:43] <Cethos> dauntless26: Thanks, I'll have a look at it.
[03:24:56] <dauntless26> Thanks
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[03:27:12] <Cethos> Don't know about that, but did you try calling batch.flush() before batch.end()?
[03:27:48] <dauntless26> Same error
[03:28:06] <dauntless26> Or bug i should say
[03:29:04] <dauntless26> You see the stutter though right ?
[03:30:09] <IvelDesigns> ready for some inputprocessor fun? I have a collection of actors that upon create, I add an inputlistener for touchdown to open a menu for that actor. Now i want to add the ability to move the stage that those actors are on.
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[03:30:35] <dauntless26> Can you paste the code on pastebin for me cethos so i can have it?
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[03:30:53] <IvelDesigns> when i implement InputProcessor on the stage, those get get hit, but now my actor inputs do not. any tips?
[03:30:55] <Cethos> Yes, I see it.
[03:31:36] <Cethos> dauntless26: Any minute. batch.flush() was just guessing. ^^
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[03:32:05] <dauntless26> A valiant guess. Lol
[03:32:24] <dauntless26> But no dice :'(
[03:32:41] <IvelDesigns> LiquidNitrogen: btw, you're help the other day with path textures was awesome. i was able to get them working pretty painlessly
[03:33:20] <Cethos> dauntless26: Got it. Just a sec.
[03:34:18] <LiquidNitrogen> IvelDesigns: i barely remember :< what were you doing?
[03:34:30] <LiquidNitrogen> oh
[03:34:35] <LiquidNitrogen> yeah'
[03:34:42] <IvelDesigns> i had an actor creating a path, so old path tiles needed to be updated
[03:34:53] <Cethos> dauntless26: http://pastebin.com/CKUYyfy6
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[03:34:56] <LiquidNitrogen> works now?
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[03:35:39] <Cethos> dauntless26: Watch the order of method calls in render(). Also: remove camera.update(); from updateCameraMovement().
[03:35:59] <IvelDesigns> yup, works quite well
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[03:36:13] <LiquidNitrogen> good :D
[03:36:35] <dauntless26> Genius thank you
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[03:37:14] <Cethos> np
[03:37:22] <IvelDesigns> now i'm having issues with inputlisteners on my stage preventing the ones on my actors from firing
[03:37:40] <dauntless26> Yay it works.
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[03:38:40] <Cethos> dauntless26: Great. :) First update the world, then update the camera and then render everything. Well, at least usually I use that order.
[03:39:01] <Tann_> Argh nooo, run into the apparently-common upside-down framebuffer problem : (
[03:39:17] <Tann_> I can only find bad workarounds, damnit.
[03:39:35] <dauntless26> Awesome. Youre the best
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[03:56:49] <Cethos> Good night. ^^
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[03:57:16] <IvelDesigns> is it the camera XY that determines what part of my Stage is currently visible? I assume the default is 0,0?
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[04:01:09] <satelite> Im new to libdgx and im trying to set up a project. I have the option to choose a number of extentions and i cant find a decent wiki that explains what each one does, anyone know a good resource that explains it all?
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[04:14:49] <Qowface> satelite: They give a little description when you mouse over, btw. Though that might not help much. The libgdx-specific ones all have info on the wiki somewhere.
[04:17:29] <Qowface> All can be manually added later if you decide you need them, of course.
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[04:41:57] <Tann_> Anyone have experience with framebuffers?
[04:42:15] <Tann_> I was trying to render a bunch of stuff to one, get the texture and render that
[04:42:41] <Tann_> It's working (ish) but as a test I tried testing doing it 1000 times compared to drawing all the individual bits
[04:43:02] <Tann_> And drawing the individual bits is faster
[04:43:34] <TEttinger> code sample, Tann_? I'm curious how this works
[04:43:54] <Tann_> Hah it's a bit messy right now because I'm testing loads of different ways
[04:45:03] <Tann_> http://hastebin.com/wopifuduzo.avrasm
[04:45:09] <Tann_> That's the basics that I've got
[04:45:30] <Tann_> But I'm using y-down so I've had to do a rubbishy workaround to get it to work
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[04:48:50] <Tann_> Ooh I think I found it!
[04:49:02] <Tann_> The framebuffer was making a texture the size of my screen
[04:49:08] <Tann_> Should be able to fix this with cameras
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[04:53:52] <Tann_> Sweet! Got something
[04:54:16] <Tann_> It's all skewiff and upside down but it's rendering a lot faster than actual text
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[05:03:19] <satelite> Qowface, thx for the info, sry about the late reply
[05:06:55] <TEttinger> nice, Tann_!
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[05:47:19] <IvelDesigns> any tips for helping the pan gesture to be more smooth? http://pastebin.com/Nt2tWNmM
[05:47:47] <IvelDesigns> if i set PAN_RATE to anything close to 1, it becomes very jittery both on desktop and android
[05:48:10] <IvelDesigns> .6 seems good, but makes it feel sluggish since it only moves half the distance of the pointer
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[05:52:35] <TEttinger> what's your framerate like?
[05:52:53] <TEttinger> ^ IvelDesigns
[05:53:37] <IvelDesigns> honestly, i don't know how to see my fr
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[05:55:32] <TEttinger> Gdx.graphics.getFramesPerSecond()
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[05:58:26] <IvelDesigns> ~60 on desktop
[05:58:37] <TEttinger> well that shouldn't be jerky then...
[05:58:40] <TEttinger> odd!
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[05:59:59] <IvelDesigns> in doing some research, i've seen other ask a similar question, but no real solid answers
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[06:01:07] <Psyfire_> Must say, functional programming is addictive. :)
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[06:02:47] <[[derek]]> hey, whem I right click my IntelliJ project in the html section there is no "Google -> GWT Compile"
[06:03:48] <IvelDesigns> TEttinger: i should clarify that when i say jerky, i don't mean laggy. it's as if it's trying to render the next frame before it's done with the current one
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[06:11:13] <TEttinger> IvelDesigns, and only when pannng?
[06:15:31] <IvelDesigns> yup
[06:15:44] <IvelDesigns> and i've tried using .translate as well
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[06:16:40] <TEttinger> Psyfire: what language are you using? with libgdx?
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[06:18:19] <Psyfire> Just java for the moment. Hopefullt scala soon (after my giant refactor). Admittedly it's functional-programming lite, but still much better than the old way of doing things.
[06:20:14] <LiquidNitrogen> i think my java style has a lot of left over functional coding style to it
[06:20:38] <TEttinger> scala will work better with android than clojure will ATM. I'm just fed up with the Scala community's "we're doomed, our type system isn't perfect like haskell" attitude
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[06:21:06] <Psyfire> I stay out of the drama
[06:21:13] <[[derek]]> how can I compile GWT in intelliJ for java 7?
[06:21:39] <Psyfire> IMO, Java 8's attempts to be more functional weren't very useful.
[06:21:58] <[[derek]]> I get an error " (use -source 7 or higher to enable diamond operator)"
[06:22:30] <[[derek]]> but when I enter the following, I get this "No argument was provided for command-line option '-c'."
[06:22:32] <[[derek]]> :|
[06:23:12] <TEttinger> [[derek]], GWT I believe does java-js translation, so if it doesn't know a language feature it won't be able to translate it
[06:26:19] <TEttinger> [[derek]]: http://stackoverflow.com/questions/23958028/compiling-gwt-2-6-1-at-java-7-source-level
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[07:21:21] <Vnator> hi
[07:22:29] <dauntless26> Hi
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[07:30:21] <Vnator> Do you know how to add actors to multiple Stages?
[07:31:46] <Vnator> I switch between a series of different stages and I want to be able to transfer specific actors throughout them
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[07:57:30] <TEttinger> Vnator: what's the problem? you can store a collection of Actors in some singleton or something.
[07:58:11] <Vnator> Actors can only be part of one stage at a time. If I try myStage.addActor(actor), it won't appear there
[07:58:35] <Vnator> So far, I've been creating new instances of objects to handle that, but it's not going to work for what I want now
[07:58:59] <TEttinger> so you want the same object to transition from one Stage to another?
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[08:01:38] <Vnator> yup
[08:01:54] <Vnator> with same bounds, and even actions if possible
[08:03:14] <TEttinger> is this for UI?
[08:03:34] <Vnator> specifically Images
[08:03:43] <Vnator> Image and an object that extends Image
[08:05:57] <TEttinger> it looks like you need to store the Actor in a temporary variable (same object, not a copy), call remove on it, then add it to another Stage
[08:05:58] <TEttinger> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/Actor.java#L216
[08:08:51] <Vnator> Oddly, I tried this and it didn't seem to work. Calling remove and stage.addActor doesn't work
[08:09:49] <Vnator> And it doesn't look like Stage can be a parent since it isn't an actor
[08:10:09] <TEttinger> this seems odd https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/Group.java#L304-L306
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[08:11:13] <Vnator> That's group, not stage. Would it be feasible for me to add the actors as a group and create a new group when I change stages?
[08:11:31] <TEttinger> addActor adds it to private final Group root;
[08:11:34] <TEttinger> in Stage
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[08:13:06] <Vnator> I mean have a Group myImages that I fill with the images, and when I change stages, I create a new group and add the images to that, and that to the stage
[08:13:17] <TEttinger> what's weird is that Stage.addActor already calls remove, and shouldn't do any checking that the Actor is not in a group already... https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/Group.java#L258-L259
[08:13:37] <TEttinger> Stage.addActor calls Group.addActor on the root
[08:14:06] <TEttinger> what version of libgdx are you using?
[08:14:15] <TEttinger> this scene2d stuff changed recently
[08:15:12] <Vnator> the semi-latest version
[08:15:18] <Vnator> I second latest release
[08:17:18] <TEttinger> shouldn't be impacted, it seems...
[08:17:39] <TEttinger> so 1.3.1 or 1.3.2 or whatever the number is?
[08:18:40] <TEttinger> yeah, I see no changes in Group, and Stage just calls methods on its private Group called root
[08:19:53] <Vnator> When I switch stages, after I switch, I have a list of the images and I call image.remove() and stage.addActor(image) for each image
[08:19:56] <Vnator> It doesn't work
[08:20:27] <TEttinger> well the remove is redundant it seems, since addActor calls it anyway (indirectly)
[08:20:40] <TEttinger> how doesn't it work?
[08:20:44] <TEttinger> nothing shows up?
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[08:23:32] <Vnator> What happens is that the Images aren't added to the new stage and when I navigate back to the old stage, they're still there
[08:23:36] <Vnator> So they don't even get removed
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[08:30:05] <Vnator> Ok, I got it to work!
[08:30:33] <Vnator> But the reason was because I was doing some weird stuff when inserting to get it to be rendered in front of the background but before the UI
[08:30:54] <Vnator> Any idea how I can set in what order it's rendered?
[08:34:26] <TEttinger> do you have multiple Stages ?
[08:34:53] <TEttinger> (rendered at one time)
[08:35:11] <Vnator> only one stage
[08:35:48] <Vnator> But I could have 2 instead, where one displays the background and background images (the images I was talking about), and the other holds the UI
[08:35:53] <Vnator> How would I do that though?
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[08:41:01] <TEttinger> that would just mean calling the background stage's render method before the UI one in your Game's render method
[08:41:16] <TEttinger> bg.render(); ui.render();
[08:41:56] <TEttinger> I'm a little rusty with scene2d
[08:44:07] <Vnator> I think that the stage's render calls an opengl clear method
[08:44:22] <Vnator> so it erases the contents of the screen before drawing
[08:44:57] <Vnator> Not 100% sure about that, but if it is, could I create a Group that holds everything and when switching to a new stage, add it and call send to back?
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[09:13:11] <Vnator> alright then, cya guys
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[10:59:47] <knobber> how would I emulate gl_VertexID in opengles? I am not sure conceptually how to pass that kind of information to each vertex and have it be possible to figure out in the vertex
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[11:44:19] <mk1> knobber: what do you want to do?
[11:44:58] <knobber> basically emulate the behavior of gl_VertexID in opengles
[11:45:05] <knobber> i am going to try doing it using vertex attributes
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[11:49:51] <mk1> http://stackoverflow.com/questions/10044185/opengles-2-0-gl-vertexid-equivalent
[11:50:06] <mk1> so yes, you're gonna need another vertex attribute
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[12:04:51] <knobber> so, if i were to do shader.setVertexAttribute("a_VertexID", 4, GL20.GL_FLOAT, false, 1, fb); would i, inside the shader, access it this way: attribute float a_VertexID;
[12:04:53] <knobber> ?
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[12:06:46] <jerome[fr]> hi
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[12:17:05] <mk1> knobber: yes
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[12:17:16] <mk1> although I've never used shader.setVertexAttribute
[12:17:17] <InspiredNotion> do you have to create every element in a skin or can you create just the ones you need?
[12:17:31] <InspiredNotion> to get it to work?
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[12:18:19] <Nodragem> Hi, I don't know if Mario will see my message here, but I saw this morning a quite interesting game done with libGDX: http://libregraphicsworld.org/blog/entry/sokoban-garden-android-game-created-with-blender-inkscape-gimp
[12:18:31] <knobber> mk1: okay, i must be doing something wrong with my buffer then, as i am getting 0. for the value in each vertex
[12:18:41] <Nodragem> I mean it is the first complete 3d game i see done with libGDX
[12:19:39] <Nodragem> As there is a making of, it is quite cool.
[12:22:02] <jerome[fr]> nice like Nodragem ;)
[12:22:32] <jerome[fr]> *link, my english :x
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[12:25:10] <knobber> FloatBuffer fb = ByteBuffer.allocateDirect(4 * 4).asFloatBuffer(); is this allocation for the floatbuffer correct? I am only putting 4 elements into it... so, each float is 32bits = 4 bytes = 16 bytes for 4 floats?
[12:32:17] <mk1> knobber: just take a look at spritebatch and see how they've done it
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[13:09:21] <lxknvlk> any one made an application, not a game, with libgdx?
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[13:09:54] <[twisti]> i know a few people made things like level editors
[13:09:58] <[twisti]> not sure if that counts
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[13:26:24] <mk1> why would one use libgdx for an actual application (except it contains some heavy graphics stuff)
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[13:32:29] <[twisti]> thats kind of a weird way to phrase a question
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[13:32:49] <[twisti]> "why would one use a car to drive on a road (except to go somewhere)"
[13:33:46] <mk1> bad comparison exception
[13:33:55] <Lestat> because libgdx is cool, and you wanna hang out with the cool kids
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[13:44:04] <nooone> oh gawd I hate sysadmin stuff
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[14:21:05] <lxknvlk> because i have experience with libgdx and i want to make apps too, i dont want to learn another framework
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[14:28:13] <mk1> lxknvlk: okay, but android for example has a lot of ui stuff that is just not available in libgdx
[14:28:19] <mk1> like advanced listboxes
[14:28:47] <lxknvlk> well that answers my question
[14:29:03] <mk1> which is?
[14:29:38] <lxknvlk> turns out that libgdx is very limited in creating apps, as you say
[14:30:14] <lxknvlk> would you reccomend any specifit application framework ?
[14:35:44] <mk1> what platform are you targeting?
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[14:42:49] <cackling_grandma> if I have a gun, I'd target the platform you are standing on, mk1 :)
[14:42:52] <cackling_grandma> also, good morning.
[14:43:40] <mk1> just don't accidentally shoot yourself, will ya?
[14:43:57] <lxknvlk> mk1, android, but preferaly cross platform
[14:44:17] <Tomski> lxknvlk, why is libgdx restrictive?
[14:44:49] <lxknvlk> mk1 says it doesnt have advanced listboxes
[14:44:59] <lxknvlk> basically it doesnt have anything
[14:45:00] <lxknvlk> :D
[14:45:08] <deniska> lxknvlk: libgdx is for games, not for apps
[14:45:14] <Tomski> You can use it for either
[14:45:28] <deniska> lxknvlk: if you want to make native looking android apps just use android sdk
[14:45:36] <mk1> everything is possble, you just have to write it yourself
[14:45:43] <Tomski> If you want native, you'll have to make it yourself for each platform
[14:45:53] <Tomski> I doubt you'll find a cross platform framework that works entirely in native ui
[14:46:07] <mk1> indeed
[14:46:20] <mk1> the question is: what kind of app do you want to make?
[14:46:36] <cackling_grandma> technically, since all android "apps" are full screen, there isnt a standard UI to begin with.
[14:47:28] <deniska> there are like 3 or 4 standard UIs
[14:47:31] <Tomski> What an advanced list box anyway
[14:47:39] <deniska> in android
[14:47:58] <cackling_grandma> interesting deniska, got a list?
[14:48:39] <deniska> cackling_grandma: ≤2.3 style, 3.x-4.x style (holo, later "cards"), then material design
[14:50:02] <cackling_grandma> I'm thinking more like standardized UI elements in windows or map
[14:50:12] <cackling_grandma> mac*
[14:52:12] <deniska> well, android.widget.Button is still a button no matter what theme your app uses
[14:52:50] <deniska> but those UI styles differs not only in "look" but also in "feel"
[14:53:18] <deniska> like ≤2.3 apps running in 3.0+ with "menu button of shame"
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[14:57:47] <abs25> nasa secret boeing x-37 landed
[14:57:58] <abs25> still noone knows what it was doing for over 600 days in the orbit
[14:58:37] <lordjone> Hey
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[14:58:51] <lordjone> got a problem with bleeding and texture packer
[14:59:07] <cackling_grandma> it was searching for the fabled shrunked heads the nazi has launched into orbit with V2 rockets
[14:59:32] <lordjone> it tried to enable the bleed option but with linear filtering i still get artifacts, any idea ?
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[15:03:49] <mk1> lordjone: depending on the number of mipmaps generated you need to adjust the bleeding distance
[15:04:05] <lordjone> not using mipmaps atm
[15:04:17] <lordjone> what is the option for the bleeding amount ?
[15:04:25] <mk1> in that case you shouldn't experience any artifacts
[15:04:31] <mk1> uhm, adjust padding
[15:05:34] <lordjone> using linear linear without mipmaps still gives me artifacts on the borders of stretched images
[15:06:13] <lordjone> with padding parameter you mean edgePadding ? paddingX/Y ?
[15:11:57] <lordjone> tried with paddingX paddingY 4 edgePadding true and bleed true, still artifacts with linear filtering…
[15:14:36] <mk1> paddingX/Y
[15:14:56] <mk1> also you should deactivate wrapping of your skin texture
[15:16:11] <lordjone> wrap is set to clamp to edge
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[15:22:09] <lordjone> still not working
[15:32:49] <mk1> no idea then
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[16:11:35] <mobidevelop> O.o
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[16:40:24] <[[derek]]> Hey, how can I use -source 7 with gradle to compile my java 7 game for gwt in intellij?
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[16:50:36] <mobidevelop> In the html build.gradle change the sourcelevel to 1.7
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[16:52:04] <mobidevelop> Sorry sourceCompatibility
[16:56:40] <lordjone> mobidevelop: i have finished the menu widget but i have problem with bleeding and texture packer any idea ?
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[16:57:29] <mobidevelop> Padding
[16:57:37] <[[derek]]> okay I converted my project to 1., now I get this error Could not resolve org.json:json:20090211.
[16:58:15] <lordjone> mobidevelop: i tried increasing paddingX and paddingY and bleed to true but it’s not working
[16:59:58] <lordjone> mobidevelop: http://imgur.com/OxSHQ9A and i’m sure it’s a linear filtering problem cause i have tried without and it’s ok
[17:00:06] <lordjone> but i need linear filtering
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[17:16:15] <Joozey> When I reduce the viewport with the scissorstack, for some reason on the mobile the view is duplicated 4x2 times behind the actual view... while on desktop it's plain black, as should be
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[17:16:57] <Joozey> Im clearing the buffer but is the screen also cleared on clipped areas by the scissorstack?
[17:17:01] <kalle_h_> Hello
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[17:22:16] <Joozey> Ah, I just had the ingenious idea to clear the scissorstack, clear the screen, then add something back to the scissorstack
[17:22:31] <Joozey> scissorstack should really have a clear() option, I don't like try-catches
[17:22:44] <Joozey> or a size()
[17:26:36] <Joozey> I wanted to have a transition effect from one level to another by having a black border moving in and out. I thought I'd do that via clipping the camera but that seems to give some unpredictable behaviour on different devices.
[17:26:44] <Joozey> I figure I'm better off just using the shaperenderer
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[17:36:16] <mk1> Joozey: any video of the desired effect?
[17:39:43] <Joozey> no, can't remember a game where that is applied
[17:40:26] <Joozey> its just like the view gets clipped away at the borders pixel by pixel until everything is black
[17:44:47] <mk1> why don't you just overlay your game with a black sprite?
[17:45:14] <mk1> or change the viewport size/position
[17:46:20] <Joozey> how would I change the viewport size?
[17:46:52] <Joozey> it doesn't really draw the viewport on a different position or size on the screen, it still spans the entire screen. It just stretches the graphics
[17:46:55] <mk1> uhm, get the viewport, set its height parameter
[17:47:37] <Joozey> shaperenderer works well though, just draw 4 rectangles on each side that increase in size
[17:47:41] <mk1> or width or whatever. I changed my viewport such that it fits into the cell of a ui table
[17:47:50] <Joozey> hm
[17:47:57] <Joozey> I dont know why that doesnt work for me
[17:48:09] <mk1> prolly because you use one of those fancy viewports that autoscale
[17:48:27] <Joozey> maybe, not on purpose though
[17:48:42] <Joozey> well this: camera = new OrthographicCamera( w, h );
[17:48:49] <Joozey> where w and h are Gdx.graphics.getWidth()...
[17:50:03] <Joozey> and then I set up the camera.zoom so that the resolution of the game will be the same for all sreen resolutions: camera.zoom = 800f / Gdx.graphics.getWidth();
[17:51:09] <Joozey> where 800pixels is the default optimal screen size for the game
[17:52:22] <Oonej> joozey, try a FitViewport instead
[17:52:53] <Oonej> it will leave black borders if the screen is bigger than the specified viewport
[17:53:10] <Joozey> oh nice, so it checks if height or width is bigger
[17:53:20] <Oonej> there are several different ones you can use
[17:53:56] <Oonej> Joozey, https://github.com/libgdx/libgdx/wiki/Viewports
[17:55:02] <nooone> does libgdx support GIF?
[17:55:31] <Joozey> willl I still have to adjust the user input to the scaling?
[17:55:47] <Oonej> depends how you set up your input
[17:55:52] <Joozey> or does camera have some fancy method to translate finger touch point to world pos
[17:56:04] <Oonej> there is a way to translate that
[17:56:04] <mk1> it has
[17:56:08] <nooone> Viewport has
[17:56:13] <mk1> getPickRay or something
[17:56:14] <Oonej> unproject vs project
[17:56:23] <mk1> ah yes, that's the one. better than ray
[17:56:38] <nooone> and don'T use the one in Camera, use Viewport
[17:56:48] <Oonej> ^ what nooone said
[17:57:07] <Oonej> he's a viewport genius
[17:57:10] <Joozey> I see, thanks! Ill go try this
[17:57:14] <Joozey> haha
[17:57:16] <Joozey> <3
[17:57:46] <deniska> nooone: why to use one in viewport and not in camera?
[17:58:04] <Oonej> because he said so!
[17:58:09] <deniska> :\
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[17:59:33] <nooone> lol
[18:00:55] <nooone> Viewport.unproject will actually use camera.unproject
[18:01:08] <nooone> but you do not need to supply 4 additional parameters
[18:01:23] <nooone> it's just more comfortable
[18:01:43] <nooone> and if you forget those parameters (or don'T understand that you need them), it won't work
[18:11:03] <nooone> mobidevelop, Xoppa, Tomski: http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/Pixmap.html#Pixmap-byte:A-int-int-
[18:11:12] <nooone> it says it works with PEG, PNG or BMP
[18:11:26] <nooone> I tried https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/TextureDownloadTest.java with a .gif file
[18:11:34] <nooone> and it worked perfectly, is that javadoc outdated?
[18:11:56] <Xoppa> no, it depends on the platform
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[18:12:54] <Xoppa> * i think
[18:13:02] <mobidevelop> stb_image supports gif
[18:13:46] <mobidevelop> I hesitate to claim we support gif, because people will think that means we support animated gif
[18:13:58] <Ashiren> safe
[18:14:49] <nooone> stb_image?
[18:15:13] <mobidevelop> stb_image is what we use for image loading
[18:15:47] <nooone> on all platforms?
[18:15:56] <Xoppa> https://github.com/libgdx/libgdx/blob/master/gdx/jni/gdx2d/stb_image.c
[18:16:46] <mobidevelop> As far as I know it is used on all platforms
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[18:19:19] <nooone> cool, so non-animated gifs are supported :)
[18:19:30] <Joozey> FitViewport does nicely what I have been doing manually... but setting the viewport size and position still scales the graphics instead of clipping
[18:20:54] <Joozey> and the Matrix4 argument in fitViewport.calculateScissors(...) scares me
[18:21:51] <Oonej> extendviewport?
[18:22:43] <Joozey> ?
[18:23:17] <nooone> Joozey: FitViewport is not supposed to clip anything... it's supposed to make it fit...
[18:23:58] <Joozey> I dont think any of the viewports is going to do what I want, that is what the scissorstack is for...
[18:24:17] <nooone> what DO you want to do?
[18:24:59] <Joozey> just a simple level transition effect where the borders move to the center until everything is black, load the new level, and then move back.
[18:25:16] <Joozey> without scaling the graphics, just clipping it away
[18:25:46] <nooone> uummm, it should be much easier to just render black borders over the screen
[18:26:51] <nooone> that way it could also look much better if you don't just use black rectangles
[18:26:55] <Joozey> I was doing that with shaperenderer, but then people suggested fitviewport :P
[18:27:33] <nooone> was shaperenderer a problem?
[18:28:02] <Joozey> no that was my solution to the normal Viewport not clipping problem
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[18:28:49] <daranus> ahoy there
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[18:29:06] <Joozey> I guess using shaperenderer is more cpu/gpu heavy as you are drawing things twice, and simply not drawing graphics at all (clipping the viewport) would be faster
[18:29:08] <mobidevelop> Clip nothing ever
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[18:29:21] <nooone> otherwise, I guess what you MIGHT use is a "ScalingViewport" with Scaling.none
[18:30:36] <nooone> Joozey: drawing two black rectangles over the screen isn't going to be a performance problem...
[18:30:46] <nooone> it's not 1969 anymore
[18:31:10] <Joozey> :P I guess not
[18:31:20] <Joozey> FitViewport extends ScalingViewport but setting scaling to none does nothing. Ill just go with shaperenderer though
[18:31:50] <Joozey> and keep FitViewport, it's much better than manually calculating that haha
[18:32:01] <mobidevelop> It's not 1969?
[18:32:39] <nooone> is it?
[18:32:49] <mobidevelop> Pretty sure it is
[18:32:50] <nooone> ~_~
[18:33:25] <Joozey> They were landing people on the moon, but drawing black rectangles apparently was a problem in 1969?
[18:34:09] <daranus> a few hours into trying to get packr to work. no luck whatsoever :D
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[18:34:25] <mobidevelop> You spelled it wrong
[18:34:33] <Tomski> Its Pkr
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[18:36:02] <lordjone_> Xoppa: can you help me with texture bleeding ?
[18:36:03] <nooone> I thnk tht vcls rnt rlly ncssry
[18:36:30] <Tomski> wt tlkn bt wlls
[18:37:27] <Xoppa> lordjone_, perhaps
[18:37:57] <mobidevelop> splld vwls wrng
[18:37:58] <daranus> oh :O that might help, thanks!
[18:38:04] <lordjone_> Xoppa: http://imgur.com/OxSHQ9A i tried with every padding and bleed true on texturepacker i still get artifacts with linear filtering
[18:38:43] <Xoppa> what am i looking at?
[18:38:56] <Tomski> traffic lights
[18:39:13] <lordjone_> the bluish background of that menu item shows artifacts
[18:39:28] <mobidevelop> Does it?
[18:39:38] <lordjone_> yes
[18:40:00] <Xoppa> how should it look like and why do you think it is caused be texture bleeding?
[18:40:05] <Tomski> What is the backgroudn you are using?
[18:40:08] <mobidevelop> Just looks stretched to me
[18:40:31] <lordjone_> because with nearest filtering works
[18:40:46] <lordjone_> Tomski: it’s a 3x3 white region
[18:41:02] <Tomski> Completely white?
[18:41:13] <lordjone_> but with bleed options and padding the texture packer should make it bigger
[18:41:19] <mobidevelop> Oh god, Google included a Flappy Bird clone in Lollipop
[18:41:19] <lordjone_> yes white
[18:41:25] <daranus> do you guys have any hint where I should start looking? I can pack, i do get the logger not found error, I do get an exe made. starting the exe does nothing though :/
[18:41:27] <Xoppa> make it 1x1
[18:41:38] <lordjone_> Xoppa: k let me try
[18:42:52] <Xoppa> see https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/TextureRegion.java#L94
[18:43:30] <Tomski> daranus, when do you get the logger not found error?
[18:43:37] <Xoppa> ow, and since it's a single pixel, you can't use filtering, so just set it to nearest
[18:44:11] <mobidevelop> Nate just made the default skin's "white" 3x3 pixels
[18:44:33] <daranus> right at the start after it logs Unpacking JRE
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[18:44:42] <Xoppa> ow... why's that?
[18:44:59] <mobidevelop> By "default" I mean test, and by "just" I mean recently
[18:45:19] <Tomski> daranus, and whats the config you are running?
[18:45:32] <Xoppa> ah https://github.com/libgdx/libgdx/issues/2395
[18:45:44] <mobidevelop> Xoppa, someone on the tracker suggested it
[18:45:57] <lordjone_> Xoppa: it doesn’t work, and i need it linear
[18:46:20] <Xoppa> why would you need it linear if there's nothing to interpolate from?
[18:46:43] <lordjone_> cause the other region requires linear interpolation to look good
[18:46:52] <lordjone_> and i don’t want another texture
[18:46:57] <daranus> Tomski http://pastebin.com/tWAQvcwH
[18:47:05] <nooone> http://imgur.com/gallery/P8w2DuV lol that got me at first
[18:47:32] <mobidevelop> Linear all the things
[18:48:22] <Xoppa> i guess you could use a 3x3 region and manually make the region smaller. dont use mipmaps though
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[18:48:57] <Xoppa> but that's probably the same as bleeding does when packing
[18:48:58] <lordjone_> not using mipmaps atm, but i would like to understand why the packer isn’t increasing the border of the images to avoid interpolation artifacts
[18:49:18] <Xoppa> you're working from source?
[18:50:00] <lordjone_> no i’m using the latest release
[18:51:00] <daranus> OH
[18:51:05] <daranus> idea.
[18:52:19] <Xoppa> lordjone_, i'd suggest to verify that a 1x1 image is indeed packed as 3x3
[18:52:43] <lordjone_> k let me try
[18:52:51] <mobidevelop> lordjone_: use the edge duplication option if you want the border pixels copied into the padding
[18:53:28] <lordjone_> mobidevelop: edgePadding ?or duplicatePadding ?
[18:54:20] <mobidevelop> Both
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[18:55:36] <daranus> )(§"/
[18:55:39] <daranus> didnt help
[18:55:42] <mobidevelop> And make your padding 2
[18:56:10] <Tomski> daranus, Im running your settings, what version of Packr are you using?
[18:56:16] <daranus> ofc my "mainclass": wasnt that one of the game project but the launcher one from the desktop project..but changing that didnt help
[18:56:42] <daranus> I tried the prepacked one and am currently on the newest build
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[18:56:58] <Tomski> What version daranus ?
[18:57:13] <daranus> 1.3
[18:57:17] <Tomski> Latest snapshot?
[18:57:24] <daranus> yes i think so
[18:58:12] <Xoppa> ow this probably should be <= instead of == :D https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/TextureRegion.java#L95
[18:58:12] <lordjone_> Xoppa, mobidevelop :just packed a 1x1 image into a 16x16
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[18:58:57] <Xoppa> euhm, no == is fine
[18:59:36] <mobidevelop> A 0 width or height region wouldn't be very useful
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[19:00:42] <Tomski> daranus, is your jar being created correctly?
[19:00:57] <daranus> I guess so?
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[19:01:11] <Xoppa> mobidevelop, the width/height is determined by u2 - u and v2-v. with 1x1 then u==u2 and v==v2 is correct
[19:02:22] <lordjone_> nice it created a 16x16 image but the 1x1 pixel has not been expanded
[19:02:28] <daranus> must it be a not runnable jar file?
[19:02:30] <lordjone_> so there’s something wrong
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[19:03:10] <Tomski> daranus, how are you creating the jar?
[19:03:12] <Tomski> Gradle dist task?
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[19:03:29] <daranus> eclipse export as runnable jar
[19:03:47] <daranus> I'm not working with gradle
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[19:11:15] <nooone> any native english speaker here?
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[19:14:05] <daranus> aight, got it to run. had indeed to do with the mainclass
[19:14:22] <daranus> for that runnable jar, the main class isnt my main class but org/eclipse/jdt/internal/jarinjarloader/JarRsrcLoader
[19:14:30] <daranus> so I had to specify that
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[19:15:46] <mobidevelop> nooone: what do you need native English speakers for?
[19:16:24] <daranus> pretty glad that i got that one, pretty gnarly to track down something without any debugging in place :D
[19:16:41] <daranus> dinnertime! Thanks for your efforts sir tomski, cya fellas!
[19:17:12] <Guest11225> does libgdx use gl20 automatically now?
[19:17:30] <[twisti]> yes
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[19:17:47] <[twisti]> gl1 and gl2 changed to gl2 and gl3
[19:17:47] <Guest11225> cool, thanks
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[19:21:14] <nooone> mobidevelop: I want to ask about a name for a game, I have two options, but I can't decide which one of them is better
[19:21:26] <mobidevelop> What are they?
[19:24:07] <nooone> It's a 2 player game, people get logic questions they have to answer... I came up with "Brain Duel" or "Mind Duel"... mind is figurative for an intelligent person, it fits better I think, but sounds worse (more boring?) imo
[19:24:26] <lordjone_> debug option of the texture packer is not working
[19:26:21] <mobidevelop> nooone: either is fine, mind duel doesn't roll off the tongue as well
[19:27:38] <nooone> yep, that's true
[19:28:03] <mobidevelop> Could get alliteration from something like Brain Battle (not sure if battle suits your game though)
[19:30:09] <nooone> also a nice idea... I'm suprised there isn't a single native english speaker here to say his opinion ^^
[19:30:34] <Tomski> mobidevelop, is the single native english speaker
[19:30:51] <nooone> oh, he is?
[19:30:52] <mobidevelop> It's just me
[19:30:56] <matthewt> is he welsh
[19:31:22] <mobidevelop> I speak American English so ymmv
[19:33:19] <nooone> what do you think sounds best? "Brain Duel", "Mind Duel" or "Brain Battle"? Battle really doesn't fit that well I think, but if you say it sounds better, I might go with it
[19:33:40] <matthewt> american english, a contradiction in terms
[19:34:13] <mobidevelop> Well, sounding better and conveying the correct sentiment probably shouldn't be a tradeoff
[19:35:03] <mobidevelop> Brain Battle sounds better to me, but Brain Duel is probably more correct from the sounds of it.
[19:35:08] <Tomski> There must already be a Brain Battle
[19:35:13] <mobidevelop> Probably
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[19:36:33] <mobidevelop> Mind Duel has the weird ending a word with a sound and starting the next with the same which either sounds awkward or combined (a la Mine Duel)
[19:36:33] <Tomski> Sounds better to me <><
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[19:38:39] <nooone> Tomski: what sounds better to you?
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[19:38:41] <Tomski> Battle
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[19:38:44] <mobidevelop> Perhaps make the game about mines, and have people duel over them
[19:38:51] <Tomski> Either that or One hot potato II
[19:39:02] <mobidevelop> ^^
[19:39:03] <maximtwo> even hotter
[19:39:08] <maximtwo> +:
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[19:39:25] <Psyfire> "Hot Potato II, Things just got hotter!"
[19:39:40] <maximtwo> Two hot potato
[19:39:43] <Tomski> You'll have to pay mobidevelop, maximtwo and myself for the rights
[19:39:44] <Psyfire> Critics say, 5-stars, better than frenchfries!"
[19:39:44] <maximtwo> i win
[19:42:16] <mobidevelop> I still need to make that work on android tv
[19:42:32] <maximtwo> you might want to rewrite 120% of it
[19:42:35] <mobidevelop> I used the term need very loosely there
[19:42:57] <mobidevelop> maximtwo: ha, yeah
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[19:44:55] <fblyn> 'evening :) While parsing JSON with gdx.utils.Json I'm trying to make all class fields required, so if some field is missing in the JSON I get an exception. Any tips?
[19:45:11] * maximtwo tips fblyn $0.25
[19:45:21] <fblyn> :D
[19:45:22] <maximtwo> make it rain boys
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[19:45:39] * Tomski slips fblyn £1
[19:45:45] <fblyn> Nice, but I thought more along the lines of how to do that...
[19:45:52] <Tomski> (The only real currency)
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[19:46:24] <nooone> fblyn: you need to set the reserve ignoreUnknownFields flag
[19:46:42] <nooone> unfortunately, it doesn't exist yet
[19:46:52] <fblyn> :(
[19:47:20] <fblyn> Current approach is extending the Json class, overriding readValue() and building a list of fields as they are parsed
[19:47:34] <fblyn> then compare that to all fields in the Class using reflection
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[19:47:39] <fblyn> but that seems ugly as hell
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[19:47:59] <nooone> I'm not sure there is any other way
[19:48:23] <Lecherito> today is abou tiping?
[19:48:34] <nooone> no, it's about typing today
[19:48:55] <Lecherito> yay
[19:49:13] <fblyn> Too bad. Thanks anyway, just hoped there'd maybe be something built in I overlooked
[19:50:52] <mobidevelop> Typing is overrated
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[19:52:11] <mobidevelop> This is why Dominos Pizza added voice ordering to their app, so you don't have to type when you don't want to call in an order.
[19:52:26] <fblyn> lol :)
[19:52:33] <Tomski> Thats a thing?
[19:52:40] <Tomski> Time to abuse some Dominos employees
[19:53:36] <maximtwo> is dominoes pizza better now since they changed their recipe?
[19:54:09] <mobidevelop> Beats me, I haven't had it in probably 10 years
[19:54:18] <maximtwo> not that i would ever eat ther, we have amazing local pizza joints in the city i live in
[19:54:22] <Tomski> Im starting up my own pizza company
[19:54:30] <Tomski> I deliver world wide
[19:54:45] <mobidevelop> Doesn't Amazon already do that?
[19:54:45] <maximtwo> that last untapped market
[19:54:47] <maximtwo> good call Tomski
[19:55:02] <maximtwo> amazon doesn't do fresh world wide delivery
[19:55:03] <maximtwo> only frozen
[19:55:04] <Tomski> You have to have a prime account
[19:55:21] <maximtwo> but i could be mistaken
[19:55:51] <mobidevelop> Amazon does everything
[19:55:53] <maximtwo> i think you just stumbled into a gold mine Tomski
[19:56:01] <mobidevelop> Bit yes, prime account required
[19:56:43] <Tomski> prume account?
[19:57:07] <Tomski> :D
[19:57:07] <nooone> requured
[19:57:33] <Tomski> always double u after a q
[19:57:47] <Tomski> American english is weird
[19:58:01] <maximtwo> i prefer spanish english
[19:58:32] <Tomski> Lecherito, I choose you
[19:58:37] <Lecherito> what about me
[19:59:10] <nooone> it was a pokemon reference
[19:59:27] <nooone> you are a pokemon
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[19:59:31] <mobidevelop> Where's my milk Lecherito? Weren't you doling out free milk?
[19:59:54] <Lecherito> i dont even know what is dol out :D
[19:59:55] <Joozey> I have a world spritebatch and a gui spritebatch. I set the world to projectionmatrix to combined, what should I set the gui spritebatch to so it scales along with the FitView but doesn't get affected by camera movement/zooming?
[20:00:27] <Joozey> sorry FitViewport
[20:00:50] <nooone> don't set it to anything, just let stage do it
[20:00:58] <Joozey> I wasnt using stage
[20:01:07] <nooone> GUI without stage? I'm out
[20:01:10] <Joozey> :D
[20:01:12] <Joozey> ok ok
[20:01:21] <Joozey> I just dont like Scene2D
[20:01:40] <nooone> I think Nates just died a little
[20:01:47] <Tomski> Lecherito, we the people demand free milk
[20:01:52] <mobidevelop> ^
[20:01:57] <nooone> v
[20:02:07] <nooone> ^
[20:02:14] <nooone> :O
[20:02:26] <mobidevelop> Boo scene2d
[20:02:37] <Lecherito> I have free milk for everyone!1
[20:02:59] <nooone> omg, I imagined it
[20:03:19] <Lecherito> spanish milk is pretty good dude
[20:03:33] <Tomski> msg mobidevelop when are we announcing the removal of scene2d?
[20:04:17] <Joozey> When are you announcing it's follow up? :D
[20:04:19] <Joozey> it*
[20:04:24] <mobidevelop> msg Tomski only after we off Nate
[20:04:24] <Joozey> sigh
[20:04:28] <nooone> scene3d?!
[20:04:32] <Joozey> ^
[20:04:39] <Joozey> or scene2E
[20:05:45] <Joozey> Gdx.swing
[20:05:46] <Joozey> :D
[20:05:59] <Tomski> If you like swing > scene2d, see a doctor
[20:06:09] <Joozey> Gdx.fx?
[20:06:23] <nooone> I'm pretty sure JavaFX stole from scene2d
[20:06:30] <nooone> it's creepy how similar it is
[20:06:37] <mobidevelop> All Tables?
[20:06:37] <Joozey> like, not at all?
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[20:06:58] <Joozey> If scene2d takes .fx files im in
[20:07:12] <Lecherito> scene is da best
[20:07:49] <nooone> https://github.com/Trixt0r/LibGDX-FX
[20:07:59] <nooone> I've used it, it actually works
[20:08:09] <Joozey> o_O
[20:08:12] <Joozey> does it work well?
[20:08:28] <mobidevelop> No
[20:08:33] <Tomski> hey Lecherito, got ebola yet?
[20:09:21] <nooone> until yesterday the libgdx view was rendered upside down... I've created an issue for that months ago, yesterday it got a PR ^^
[20:09:27] <nooone> so now it might actually work
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[20:10:04] <Joozey> Good, Ill stick to my own button class.
[20:10:21] <nooone> in that case just use two different viewports with two different cameras
[20:10:30] <nooone> one for each spritebatch
[20:10:32] <Joozey> All the UI elements you need for a game is a progress bar and a button
[20:10:38] <nooone> and update the GUI viewport with the "true" flag
[20:10:43] <Psyfire> FYI, I have a complete UI package that works with libgdx
[20:10:47] <mobidevelop> Your own buttkn class is just a sprite right?
[20:10:49] <Psyfire> That I wrote myself from scratch
[20:10:52] <mobidevelop> Gah
[20:10:54] <Lecherito> not yet, im here!!1
[20:11:01] <Psyfire> (warning, it's 10x worse than scene2D)
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[20:11:27] <Joozey> a sprite with a runnable and it executes the runnable if your happen to tap within its bounds and if you consume the event nothing else gets triggered
[20:11:31] <mobidevelop> But at least it looks cool Psyfire
[20:11:41] <Psyfire> Good news is that it works. Bad news is that it violates most clean code conventions.
[20:11:43] <mobidevelop> Wtf is the runnable for?
[20:12:01] <Joozey> to make something happen if you press the button
[20:12:07] <mobidevelop> Weird
[20:12:10] <Joozey> why
[20:12:11] <Psyfire> that sounds like a button listener.
[20:12:15] <Joozey> yeah
[20:12:15] <Psyfire> Why would you put it on the sprite?
[20:12:30] <Joozey> because the sprite is just the graphical representation of the button
[20:12:30] <nooone> just... use... scene2d
[20:12:37] <mobidevelop> ^
[20:12:44] <Psyfire> ^^
[20:12:45] <Joozey> but tables
[20:12:59] <mobidevelop> What about tables?
[20:13:08] <Psyfire> Having written my own UI system, the best advice I can give you is DONT
[20:13:08] <Joozey> what if I want my button in the world instead of on the screen? is scene2d allowing me to do that?
[20:13:18] <mobidevelop> Sure
[20:13:18] <Psyfire> you will spend nearly half your development time maintaining the system.
[20:13:19] <Lecherito> i want free ui's
[20:13:30] <Joozey> so far it works fine, until I started using FitViewport
[20:13:39] <Psyfire> and in the end it will be terrible, worse than scene2D, and probably worse than even my UI system.
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[20:13:53] <Psyfire> it's paintful to learn up front, but it will save you so much headache and time in the long term.
[20:13:56] <mobidevelop> I don't use scene2d if I am just doing a few buttons
[20:14:07] <nooone> hey, don't blame Viewports now!
[20:14:08] <Psyfire> Well, for only a few buttons, that'd be fine.
[20:14:16] <Joozey> I used scene2D in my previous game and I spent a lot of time getting my text label on the right position
[20:14:19] <Joozey> and I cried
[20:14:20] <Psyfire> but not if you plan on doing anything more than that :P
[20:14:38] <mobidevelop> Games need nothing more than a few buttons
[20:14:44] <Joozey> and a progress bar
[20:14:49] <mobidevelop> True
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[20:15:21] <Joozey> And text that scales with the resolution of the screen so you dont have to squint
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[20:15:33] <mobidevelop> Nah
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[20:17:37] <Psyfire> Depends on the game. The more you add to the game, the more UI components might be useful.
[20:17:58] <Psyfire> Such as for displaying character stats, drag-drop equipment, etc.
[20:18:31] <mobidevelop> Nope
[20:18:32] <nooone> I've never had such a pleasant dragndrop experience like with scene2d
[20:18:44] <mobidevelop> Only buttons and progress bars
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[20:19:05] <nooone> labels?
[20:19:35] <nooone> well, one could just use a button with text
[20:19:36] <mobidevelop> Labels are just buttons without backgrounds
[20:20:16] <nooone> isn't a progress bar just two buttons on top of each other with varying sizes?
[20:20:50] <nooone> (tbh this is how I made the progress bars in my own games, lol)
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[20:21:44] <mobidevelop> Pretty much
[20:21:56] <mobidevelop> So all you really need are buttons
[20:21:57] <nooone> so it's basically only buttons
[20:23:53] <Lecherito> a scrollpane is a button?
[20:24:02] <nooone> sure
[20:24:34] <nooone> it's a clipped button with three buttons that look like a scrollbar
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[20:26:26] <nooone> I'll make a PR to actually let Actor extend Button
[20:26:43] <nooone> I'm wondering why Nate didn't do that
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[20:27:41] <Lecherito> is mobi a button?
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[20:27:50] <Tomski> Lol, make everything a Table
[20:28:00] <mobidevelop> I agree, Button should be the root object from which all scene2d components extend
[20:30:16] <Scellow> Is anyone using Intellij IDEA ?
[20:30:45] <Scellow> i have get an ClassNotFoundExecption, when i want to build a custom module
[20:32:00] <Joozey> Try rebuild, synchronise or restart IDA
[20:32:02] <Joozey> IDEA
[20:33:11] <Joozey> or it could be that you are missing the native libraries?
[20:35:04] <Scellow> Joozey: Hmm, i did compile the entire Project, it says : Warning:Gradle: module 'server' won't be compiled. Unfortunately you can't have non-Gradle Java module and Android-Gradle module in one project.
[20:35:20] <Scellow> That answer my problem i guess
[20:35:44] <Joozey> :)
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[20:58:32] <fblyn> soo... any suggestion what to name the reverse "json.setIgnoreUnknownFields"? :D
[20:58:53] <fblyn> setIgnoreMissingFields?
[21:02:49] <Scellow> Joozey: I created a new Gradle module, i added it and now it work, thanks
[21:02:53] <Scellow> :p
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[21:03:37] <JoseLibgdx> Hello i have a question about perspective camera
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[21:05:09] <Joozey> Scellow, nice!
[21:05:48] <Libgdx3d> How can I rotate PerspectiveCamera while moving finger horizontally on Android
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[21:08:04] <Joozey> camera.rotate( dragChange, 0, 1, 0 ) I think
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[21:12:16] <Libgdx3d> How would I translate the movement into angle
[21:12:31] <Xoppa> Great! I can't get the tests to run on this device, while it does run a newly created android project (depending on the same gdx project) and the tests project do run on another device...
[21:12:45] <Xoppa> W/ResourceType(614): No known package when getting value for resource number 0x7f020000
[21:13:30] <mobidevelop> Way to break it Xoppa
[21:13:54] <Xoppa> Libgdx3d, check https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/utils/PerspectiveCamController.java
[21:14:47] <Xoppa> mobidevelop, any clue what it could be? when attached to a debugger it breaks on http://i.imgur.com/3xQS1oj.png
[21:15:29] <mobidevelop> What type of device?
[21:15:35] <Libgdx3d> Thank you
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[21:15:51] <Xoppa> huawei p7, i think 4.4.2, let me double chec
[21:15:53] <Xoppa> k
[21:16:15] <Xoppa> yep 4.4.2
[21:17:18] <mobidevelop> It hates you
[21:17:39] <knobber> I am trying to emulate gl_VertexID on android devices, right now by trying to set a vertex attribute... however, it isn't working at all (a_VertexID is always 0), here is how I am doing if anyone can spot any issues: http://pastebin.com/Way8e7KB
[21:17:58] <mobidevelop> Xoppa, look in the R class in the gen folder for that id
[21:18:50] <mobidevelop> In mine, that corresponds to the icon
[21:19:00] <Xoppa> it's app_name https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-android/res/values/strings.xml#L4
[21:19:27] <mobidevelop> Weird, shouldn't fail there
[21:19:36] <mobidevelop> Did you do a clean? :P
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[21:19:54] <Xoppa> euhm no, sorry it's indeed the icon
[21:20:33] <Xoppa> later on in logcat it gives a similar for app_name
[21:20:45] <Xoppa> W/ResourceType(6287): No known package when getting value for resource number 0x7f040001
[21:20:51] <Xoppa> W/PackageManager(6287): Failure retrieving text 0x7f040001 in package com.badlogic.gdx.tests.android
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[21:21:27] <Xoppa> yeah i did a refresh all, clean all, close project, reboot, etc.
[21:22:30] <Xoppa> here's the logcat http://pastebin.com/VTxT8KRN
[21:24:06] <knobber> or alternatively is there some reference code i can look at to see proper usage/intialization of vertex attributes in libgdx?
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[21:25:22] <Xoppa> knobber, you want to include them in the mesh (which is a slightly higher level api then directly calling gl methods)
[21:27:17] <knobber> is there any reason that what i'm doing is wrong though? or is it just overall the wrong approach
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[21:29:17] <Xoppa> you didn't specify enough code to tell whether it is correct or not. But you probably want to include more vertex attributes then only a_VertexID, so unless you're specifying those yourself as well (in which case you wouldn't have this question) then you're likely to be taking the wrong approach
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[21:33:30] <knobber> at the end of the day i'm just looking to be able to individually determine whether i'm working with the top-right/top-left/bottom-right/bottom-left vertex of a rectangle in the shader code and then manipulate the vertex in a way specific to that vertex
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[21:34:00] <Xoppa> use the uv coords for that
[21:35:12] <mobidevelop> Xoppa, sounds like the R class isn't being packaged into the apk for some reason
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[21:35:55] <mobidevelop> Or the res folder
[21:37:00] <Xoppa> i guess i could check that, one sec
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[21:38:56] <Xoppa> looks like you're right mobidevelop
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[21:39:59] <Xoppa> http://i.imgur.com/PRjXBtT.png
[21:40:26] <mobidevelop> Weird
[21:40:38] <Xoppa> ow shit
[21:40:39] <mobidevelop> Is your ADT updated in Eclipse?
[21:40:46] <Xoppa> could it be because i updated to 21
[21:41:05] <mobidevelop> I wouldn't think so but maybe
[21:41:38] <mobidevelop> If you updated the SDK but not ADT
[21:42:07] <Xoppa> adt is 23.0.4.1468518 (from the eclipse installation details window)
[21:42:30] <mobidevelop> It'd be funny if they broke adt
[21:42:52] <Xoppa> it works on another device (JB though)
[21:43:17] <mobidevelop> The same apk?
[21:43:22] <mobidevelop> It shouldn't
[21:43:48] <Xoppa> no, just right clicking, run as | android application
[21:43:53] <mobidevelop> Ah
[21:43:58] <Xoppa> i got the apk from /data/app
[21:44:24] <mobidevelop> look in the bin directory in gdx-tests-android
[21:44:35] <mobidevelop> Does the apk there have the rest directory?
[21:44:43] <mobidevelop> *res
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[21:45:03] <Xoppa> yes
[21:45:06] <Joozey> There is something seriously wrong with viewports. If you make multiple viewports with new separate camera objects and not sharing data/objects whatsoever, creating one viewport screws the other.
[21:45:36] <mobidevelop> If you manually install that apk, does it work on the huawei device?
[21:46:11] <Xoppa> let me check, thanks
[21:46:51] <mobidevelop> Joozey: call each viewport update() before using it
[21:47:00] <nooone> Joozey: you need to either use the same viewport "strategy", or update and use them one after another
[21:47:30] <nooone> mobidevelop: it's now called "apply"
[21:47:36] <mobidevelop> Oh?
[21:47:40] <Joozey> For gui: ScreenViewport( new OrthographicCamera( width, height ) ); for world: FitViewport( 800, 600, new OrthographicCamera( width, height ) ); With the gui viewport made, the world viewport is now stretched/squeezed, not maintaining aspect ratio while it should. Without the gui viewport it shows properly.
[21:47:44] <mobidevelop> Oh yeah, the Nate effect.
[21:47:51] <Joozey> mobidevelop, I did
[21:48:07] <nooone> update is when the screensize actually changes, apply is just to "reactivate" the glViewport
[21:48:13] <mobidevelop> Right
[21:48:20] <mobidevelop> I forgot about that
[21:48:37] <Joozey> oh Ill check the updates
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[21:48:46] <Joozey> or aply
[21:48:48] <nooone> if you do it that way Joozey, they don't interact at all
[21:48:49] <Joozey> apply
[21:48:53] <Joozey> hm
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[21:49:11] <Joozey> is that good or bad?
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[21:50:18] <nooone> huh?
[21:50:30] <Joozey> that they don't interact at all
[21:50:42] <nooone> you said they kill each other
[21:50:47] <nooone> so no interaction is good
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[21:51:22] <Joozey> yes, ok, I thought maybe touch position translation and world-to-screen translation was going to be a problem
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[21:55:04] <flogy> hi, since I've updated to gradle 2.1 as recommended for the new libGDX release, I can't import my project to eclipse anymore (updated eclipse integration plugin too)... any ideas?
[21:55:35] <flogy> where is the template of the root build.gradle file in the github repo btw?
[21:57:15] <Joozey> Heavens, it works, thanks nooone and mobidevelop
[21:57:48] <mobidevelop> flogy: it is built in code
[21:57:56] <flogy> ah, that's why
[21:58:06] <nooone> https://github.com/libgdx/libgdx/blob/master/extensions/gdx-setup/src/com/badlogic/gdx/setup/BuildScriptHelper.java ?
[21:58:15] <mobidevelop> Yup
[21:58:50] <flogy> could it be that one needs to re-setup the project to recreate that main build.gradle file when updating from libgdx 1.3.1 to 1.4.1 (and therefore updating from gradle 1.x to 2.1) ?
[21:59:08] <nooone> flogy I had to do another plugin update today
[21:59:28] <nooone> of the eclipse gradle ide
[21:59:29] <mobidevelop> Update everything daily
[21:59:37] <flogy> okay ^^
[22:00:00] <flogy> updated like two days ago..
[22:00:12] <Xoppa> Great! "Failed to export application" and no log, that's any error message to build upon...
[22:00:15] <flogy> i'll also try using the 1.4.1 setup jar
[22:01:18] <mobidevelop> Xoppa, this is pretty much why I stopped using Eclipse
[22:02:06] <nooone> and other IDEs never fail with useless error messages?
[22:02:30] <Xoppa> yeah, i probably should give up for today on this and try a fresh install tomorrow
[22:03:26] <mobidevelop> nooone: I stopped using eclipse because it stopped being able to compile android apps reliably
[22:03:40] <mobidevelop> The useless error message were bonus
[22:04:10] <nooone> that makes sense
[22:04:15] <flogy> what are u using now?
[22:04:37] <maximtwo> nano
[22:04:53] <mobidevelop> I use IDEA for anything not exclusively Android
[22:05:20] <mobidevelop> Android Studio usually for Android only projects
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[22:10:25] <marijnz0r> Hey all
[22:10:47] <marijnz0r> I've got a problem with building my libgdx app to iOS
[22:11:20] <marijnz0r> Everything is working fine, but when I use more than 5 fingers on my touch screen
[22:11:54] <marijnz0r> All fingers don't get detected anymore and for each individual finger the touchUp event gets called
[22:12:07] <marijnz0r> I searched the forums, but can't find anything about it
[22:12:48] <mobidevelop> Use fewer fingers
[22:14:03] <marijnz0r> My game is about using multiple fingers
[22:14:25] <marijnz0r> One achievement in Google Play Game Services is using 8 fingers at once :P
[22:15:15] <matthewt> ;-)
[22:15:18] <matthewt> i know what that means.
[22:15:51] <mobidevelop> In the past, iPhone had a limit of 5 simultaneous touch points, not sure if it still applies but it sounds like it might.
[22:16:11] <Tann_> I've just copied my libgdx project into a new libgdx project that has the "html" module enabled. When I run the html it has a very non-descript error, what common things could cause this?
[22:16:13] <marijnz0r> Yes, I think this still is the case
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[22:16:52] <mobidevelop> Tann_: what does the nondescript error say?
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[22:17:04] <Tann_> > Process 'command 'C:\Program Files\Java\jdk1.8.0_11\bin\java.exe'' finished with non-zero exit value 1
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[22:17:28] <Tann_> Along with a ton of "not emitting code for accessing method blah blah"
[22:17:35] <Tann_> String, arraylist, stringbuilder
[22:17:46] <mobidevelop> There will be an actual error somewhere
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[22:17:59] <mobidevelop> All that emitting stuff is just logging
[22:18:03] <Tann_> com.google.gwt.core.ext.UnableToCompleteException: (see previous log entries)
[22:18:04] <Tann_> at com.google.gwt.dev.codeserver.Recompiler.compile(Recompiler.java:128)
[22:18:04] <Tann_> at com.google.gwt.dev.codeserver.ModuleState.<init>(ModuleState.java:58)
[22:18:04] <Tann_> at com.google.gwt.dev.codeserver.CodeServer.makeModules(CodeServer.java:120)
[22:18:04] <Tann_> at com.google.gwt.dev.codeserver.CodeServer.start(CodeServer.java:95)
[22:18:04] <Tann_> at com.google.gwt.dev.codeserver.CodeServer.main(CodeServer.java:71)
[22:18:06] <Tann_> at com.google.gwt.dev.codeserver.CodeServer.main(CodeServer.java:49)
[22:18:08] <Tann_> There's that
[22:18:43] <mobidevelop> pastebin always
[22:18:51] <Tann_> Sorry : P
[22:19:10] <mobidevelop> Are you using gradlew html:superDev?
[22:19:20] <Tann_> Yeah
[22:19:30] <mobidevelop> Weird
[22:19:43] <Tann_> Well I have the external tools setup how it wants
[22:19:50] <Tann_> And it works with the base project
[22:20:00] <mobidevelop> External tools?
[22:20:11] <Tann_> the external tools configuration
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[22:20:21] <mobidevelop> Oh, Eclipse?
[22:20:24] <Tann_> Where you put arguments: html:superDev
[22:20:24] <Tann_> Yeah
[22:20:28] <mobidevelop> Boo Eclipse
[22:20:32] <Tann_> Whoo eclipse : D
[22:20:45] <mobidevelop> nooone: is the Eclipse master, he'll be able to help you.
[22:20:50] <Tann_> cheers
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[22:21:12] <mobidevelop> Maybe
[22:21:14] <marijnz0r> Whats wrong with eclipse?
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[22:22:08] <mobidevelop> I don't use it, especially not for gradle stuff, so have no clue how to help with that error.
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[22:25:49] <flogy> i'll try intellij now.. maybe gradle integration works better there^^
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[22:30:45] <maximtwo> flogy, just be patient the first time you import your project into intellij, it can take quite a while
[22:31:00] <flogy> okay, thx for the warning :D
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[22:52:01] <Tann_> Yessss fixed my thing!
[22:52:04] <Tann_> I hate libgdx sometimes
[22:52:10] <Tann_> but most of the time I love it : D
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[22:54:07] <Lecherito> why you hate Tomski
[22:54:09] <Lecherito> he likes you
[22:54:42] <Tomski> :(
[22:54:43] <Tann_> For Tomski so loved the world that he give his Lib
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[22:56:16] <Joozey> Yesss I also fixed my thing! :D
[22:56:28] <Tann_> Hi5 joozey!
[22:57:00] <Joozey> GUI scales to center of screen now when device resolution is larger than the default, so buttons and text have the same realworld size on all devices
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[23:09:18] <jerome[fr]> Hi
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[23:17:44] <Oonej> hi
[23:20:06] <Xoppa> hi
[23:22:52] <ASneakyFox> hi
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[23:24:32] <jerome[fr]> Im implementing AssetManager for the first time, it feels heavy, so many times write the class Asset :s
[23:24:37] <ASneakyFox> does anyone know how many verts libgdx can render on android and still maintain ~30ish fps?
[23:25:49] <kojjootti2> on what device, vertices doing what?
[23:26:07] <Xoppa> there's a 32k limit per render call. but the total amount of verts depends on the device and shader etc. probably a few hundred thousand
[23:26:39] <Xoppa> perhaps a million might be doable depending on depth testing
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[23:30:42] <ASneakyFox> anything, im currently using jmonkey, im thinking about switching to libgdx, jmonkey is just more focused towards desktop stuff, i feel like it weighs down android which doesnt use a large number of its features
[23:30:49] <Xoppa> jerome[fr], what writes so many times the class Asset?
[23:30:55] <ASneakyFox> on jmonkey if your scene is larger than 15k verts youre usually in troube on android
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[23:31:35] <ASneakyFox> (15k after culling etc)
[23:32:21] <jerome[fr]> Xoppa: I mean "AssetDescriptor<Sound>" + new AssetDescriptor<Sound> + Sound.class in the end, 3 times write Sound for 1 sound
[23:32:40] <Xoppa> ASneakyFox, the number of vertices isn't really a good indication (although you should obviously keep them as low as possible, keep in mind 15k vertices on 800x480 is only 25 pixels per vertex)
[23:32:55] <jerome[fr]> Its not so boring but it is very verbose i guess
[23:33:38] <Xoppa> jerome[fr], what? i don't have a clue what you're talking about
[23:34:53] <Xoppa> ow you mean that you don't want to type the "Sound" word three times? then copy paste it
[23:35:06] <jerome[fr]> Xoppa: Sorry my english is bad.
[23:35:53] <Xoppa> i don't think that you *have* to specify a AssetDescriptor, so you would only need to type it once
[23:36:13] <ASneakyFox> i guess ill have to test with my own assets once i get that far down the tutorials. thanks though
[23:36:27] <jerome[fr]> Yes copy paste ;) but I think it's very verbal, for 1 sound : public static final AssetDescriptor<Sound> pceSFX = new AssetDescriptor<Sound>("audio/smb_coin.wav", Sound.class);
[23:36:36] <ASneakyFox> btw i beleive you wrote the tutorials im doing Xoppa, theyre written really well
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[23:37:28] <Xoppa> jerome[fr], then dont use AssetDescriptor
[23:37:59] <Xoppa> ASneakyFox, great!
[23:43:38] <jerome[fr]> Xoppa : without the AssetDescriptor its lighter for declare but when loading and when accessing i have to write Sound.class again. I think I look for the little beast, its not very important, I just thought it was weird because it's the first time I use it, and I wanted to dont making mistakes, tks for your time
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[23:46:15] <Xoppa> jerome[fr], if you're new to AssetManager then using string (instead of AssetDescriptor) should be fine. Having to write the class is part of java generics, you should be aware of that before starting libgdx.
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[23:48:26] <jerome[fr]> Xoppa: Ok, i will use string string, I suspected that it came from java generics, tks
[23:48:43] <Xoppa> yw
[23:48:56] <ASneakyFox> i beleive you can use the diamond interface if you really want, not sure if thats supported when doing android though
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[23:49:06] <ASneakyFox> itll save a small amount of typing
[23:49:59] <Xoppa> Or as Tomski likes to say "Mess with the render method some what" http://mehl.no/stats/libgdx.html
[23:50:35] <Tann_> Ok! I'm getting further- is there a special thing you need to do to get mp3 files to play in the html project?
[23:50:40] <Tann_> It works fine in desktop
[23:51:47] <Lecherito> maximtwo is often kicked 6
[23:51:48] <Lecherito> !!11
[23:51:56] <Lecherito> You're still the number one maximtwo_
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[23:56:15] <flogy> works perfect in intellij :)
[23:56:17] <flogy> good night
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   October 19, 2014  
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