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[00:44:33] <kjempff> @Tomski adding the two new startup images for iphone6 Default-375w-667h at 2x dot png and Default-414w-736h at 3x dot png.. but wont I need two new icons aswell ?
[00:45:18] <Tomski> You can add them if you like
[00:45:39] <Tomski> But it should just default to upscaled versions of the otherones
[00:45:43] <kjempff> and another thing that is uncertain to me .. when running in landscape, will I need "Landscape" versions of all the startup images aswell ? or are the default enough
[00:48:48] <Tomski> As in you must at least have one
[00:49:17] <Tomski> There is a table somewhere that has all of the icons in...
[00:49:52] <Tomski> Shame the docs are a labyrinth
[00:50:22] <kjempff> I am confused
[00:52:28] <Tomski> kjempff, we supply the basic icons you need
[00:52:39] <Tomski> Depending on the device, it will use those icons and scale them if it needs to
[00:52:45] <kjempff> ok so no need for the 180x180 icon .. but I need the two new Default-375w-667h at 2x dot png / Default-414w-736h at 3x dot png , correct ? and how about landscape versions of it all, do you know if are those required
[00:53:10] <Tomski> You'll want to add a 180x180 icon if you dont want just the upscaled version of a smaller res icon
[00:53:26] <Tomski> You'll need those two new launch images yes
[00:53:34] <Tomski> afaik, you shouldn't need landscape versions of those
[00:53:42] <Tomski> We have never bundled them before
[00:54:19] <kjempff> just trying to not get review failed on those things atleast :)
[00:54:40] <Tomski> kjempff, Its best to supply the native versions of each for the highest quality
[00:54:44] <Tomski> It just shouldn't break things atm
[00:55:45] <kjempff> yeah it just lame, I mean that is more than half the size of the app .. 30mb if I need the landscape ones aswell, 15mb for the standard
[00:56:48] <kjempff> apk = 11mb , ipa = 45+ mb
[00:57:03] <Tomski> Those resources are only .5mb in total?
[00:57:25] <kjempff> 15mb total
[00:57:36] <kjempff> 30 if I need landscape versions of each
[00:57:43] <Tomski> At the moment, its .5
[00:57:54] <Tomski> I dont see how that would end up being 15
[00:58:40] <kjempff> ah because my splash are not just a mostly white libgdx logo :) the biggest one is 3mb alone
[00:58:48] <Tomski> ouch
[00:59:21] <kjempff> correction 2008x1536 is 4.3mb haha
[01:00:02] <TEttinger> png-8 or png-24?
[01:00:27] <kjempff> png24 as I beleive is required ?
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[01:00:35] <TEttinger> man I hope not
[01:00:59] <TEttinger> if you don't need more than 256 colors it is much bigger filesize
[01:02:30] <kjempff> mm well 256 is too little, that would become ugly
[01:03:49] <kjempff> well I will try to send it without the landscape ones for the rewiev and hope for the iGods to be in my favor
[01:04:04] <mobidevelop> O.o
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[01:04:12] <Tomski> kjempff, you've tested that it runs fine?
[01:04:45] <kjempff> which ?
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[01:06:16] <mobidevelop> Are your splash images photographs?
[01:07:24] <ASneakyFox> is there a way to move the origin of a model without having to modify it in blender or anything? (eg with code)
[01:08:03] <Tomski> kjempff, you've tested your app and its loading correctly in landscape?
[01:08:32] <kjempff> yes the update to newer gdx/robovm did the trick
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[01:09:03] <Tomski> kjempff, then you dont need to include them
[01:09:38] <Scellow> yay, i finaly installed photoshop in ubuntu using wine it took me all the night :D
[01:10:11] <kjempff> ah no sorry misunderstood .. no I havent tested that the startup image isnt upside down .. let me check , get back in 10 mins
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[01:12:08] <Cethos> @Scellow Congrats. Does it run well?
[01:12:44] <mobidevelop> Doubtful
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[01:14:50] <Scellow> Cethos: hmm, i have no issue opening or saving a file, filters works, layers too, the only issue i got is while drawing using pencil, sometimes it doesn't work
[01:15:50] <Cethos> @Scellow: OK, I guess it could be much worse. :)
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[02:06:06] <Tann_> Hi! What's the method I should use to read a file into a byte array in libgdx?
[02:06:49] <Tann_> I've found a way of doing it with a filehandle and it works in eclipsebut it doesn't work when I make a desktop jar.
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[02:21:21] <kjempff> @Tomski ok testing done, startup images display correctly when launched from all directions, and game starts correctly in landscape aswell ... whether a new icon is needed for iphone6 (besides the 4) is still confusing, but since you say it isnt and no one mention what the filename would be if so, I will try without - cheers and thanks for all your help
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[03:37:37] <ASneakyFox> whats the secret answer to register on the forum? it asks for the current libgdx version, but if you enter 1.0.0 it says you didnt answer correctly
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[03:48:04] <Tomski> Current libgdx version is 1.4.1
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[04:11:53] <cackling_ladies> can I set the texturepacker to pack using hsl?
[04:12:37] <ASneakyFox> oh i feel dumb, when i pulled it up on github i just looked at the latest "release", theres versions after that
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[05:32:39] <cackling_ladies> thank you mk1 who's offline, the particle emitter worked.
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[05:39:13] <cackling_ladies> why did we ban brewcode yesterday?
[05:40:27] <brewcode> i was banned? did not notice
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[05:42:29] <cackling_ladies> T 1413840928 <mutilator> wanna +b brewco?
[05:42:45] <cackling_ladies> T 1413841013 * Xoppa has kicked brewcode_ from #libgdx (brewcode_)
[05:43:32] <cackling_ladies> T 1413840961 * Xoppa sets ban on *!* at * dot iota1.maxonline.com.sg
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[05:43:47] <cackling_ladies> so uh yes you was O.o
[05:44:22] <brewcode> what about the *!* at * dot iota1.maxonline.com.sg?
[05:44:37] <brewcode> what's wrong with it, just curios.
[05:44:41] <Tomski> For spamming the chat brewcode cackling_grandma
[05:44:47] <cackling_ladies> it mean everyone from there got banned'
[05:45:24] <brewcode> oh ok.. it didn't really come from me, right?
[05:46:00] <Tomski> It was just an insane amount of disconnects/reconnects from brewcode_
[05:46:28] <cackling_ladies> oh ok, I was wondering what he spammed
[05:46:41] <brewcode> ahh.. ok got it. didn't close the irc client when i went to sleep.
[05:46:48] <brewcode> good to know..
[05:46:51] <brewcode> :)
[05:46:57] <cackling_ladies> throw your computer into prison!
[05:47:37] <brewcode> sorry guys..
[05:47:41] <brewcode> ;)
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[05:51:16] <FADEC0D3> hi
[05:51:29] <cackling_ladies> why does the particle effect work regardless of whether I call start() or not?
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[06:09:02] <cackling_ladies> is it possible for partiles to be additive among themselves, but blending with the rest of the screen?
[06:09:23] <cackling_ladies> so green paricles show up on white background, for example
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[07:01:22] <cackling_ladies> ok I have an issue
[07:01:41] <cackling_ladies> particle effects seem to ignore the alpha of the sprite used
[07:01:43] <cackling_ladies> unless it's 0
[07:01:59] <cackling_ladies> so I have this semi transparent diamond
[07:02:05] <cackling_ladies> and it's 100% white in-game
[07:02:16] <cackling_ladies> any idea where I could have gone wrong?
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[07:24:29] <cackling_ladies> sorry that was my fault, I forgot to set the blending function when the program started :S
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[08:23:12] <cackling_ladies> is he on now?
[08:23:17] <cackling_ladies> (doesnt look like it)
[08:23:51] <cackling_ladies> btw mk1, particle effects worked now :)
[08:24:51] <mk1> uhm. can't even remember talking about it o,0
[08:25:02] <cackling_ladies> oh duh yes
[08:25:13] <cackling_ladies> we talked about rgb to hsl :)
[08:25:32] <cackling_ladies> but I asked about it to support particle effects in my custom spritebatch
[08:25:44] <Tann_> cackling_ladies: for particle additive not with rest of screen I think framebuffers might be what you're looking for
[08:26:19] <mk1> ah, the conversion thingy
[08:26:42] <mk1> huh, what are you trying to do?
[08:26:45] <Tann_> And as for the other thing, I haven't used much of the libGDX particle effect stuff but you can make your own super duper easy
[08:27:50] <cackling_ladies> mk1, I was trying to use normal sprites as particles
[08:27:56] <cackling_ladies> so they blend well using additive
[08:28:19] <cackling_ladies> but that doesnt really work if the back ground is white for example.
[08:28:30] <mk1> I'd guess you can use additive blending for particles as long as you set the ogl state before
[08:28:43] <mk1> ah, ok
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[08:28:49] <mk1> well, that's how additive works
[08:28:53] <cackling_ladies> what's ogl state?
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[08:28:57] <mk1> opengl state
[08:29:16] <mk1> but I guess you want to additively blend the particles itself and then draw the final result using normal transparency, right?
[08:29:33] <cackling_ladies> that's lots of states O.o
[08:29:48] <cackling_ladies> yeah, tann_'s suggestion make sense
[08:30:30] <Tann_> mk1 is right too!
[08:30:40] <cackling_ladies> but there're too many states!
[08:30:52] <Tann_> additively blend the particles into the buffer then draw it normally onto your screen.
[08:31:07] <Tann_> (I imagine that's what he meant)
[08:31:21] <Tann_> Additive and normal are the only two I use : P
[08:31:31] <Tann_> I tried to use max once and it broke everything so I scrapped it haha
[08:31:43] <mk1> like Tann_ said: render particles to framebuffer, then blend the final result. but here's the thing: first render your scene, then render particles to depth buffer with zwriting off but depth testing on. then deactivate depth testing and render frame buffer on top of your scene
[08:32:15] <Tann_> What would depth-testing do?
[08:32:30] <Tann_> I've never used it.
[08:32:31] <mk1> preserve depth?
[08:32:48] <cackling_ladies> got any snippets for that mk1? Last I checked, I got nasty black boxes where alpha = 0 normally are.
[08:32:50] <Tann_> Oh, I guess I didn't see the stuff he was talking about before
[08:33:04] <mk1> cackling_ladies: is it a 3d game?
[08:33:13] <cackling_ladies> no it's 2D
[08:33:18] <mk1> maybe show a screenshot so I can see what it's all aout
[08:33:20] <mk1> *about
[08:33:32] <cackling_ladies> but I tried depth sort to sort sprites before
[08:33:36] <cackling_ladies> so that's what I got
[08:33:42] <mk1> but first I need to take a dump.brb
[08:33:48] <cackling_ladies> no screenies, prettymuch I am testing technical features
[08:33:51] <cackling_ladies> TMI
[08:40:08] <mk1> ;)
[08:40:50] <mk1> well, your framebuffer needs to have an alpha channel, so you should probably choose rgba8888
[08:42:37] <TEttinger> cackling_ladies, I'm looking forward to seeing what your strategy game turns out to be
[08:43:30] <cackling_ladies> It's Over the road racing: The TBS Edition
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[08:43:49] <cackling_ladies> would be pretty good :D
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[09:48:32] <de_blue> hello, can someone help me with a weird bug I encountered?
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[09:50:11] <de_blue> anyone?
[09:50:16] <heyaaa> Hmm
[09:50:42] <LiquidNitrogen> someone may help if you state your question
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[09:51:53] <de_blue> @LuiquidNitrogen true. haha
[09:52:21] <de_blue> Well I've been having a hard time trying to figure out with IOS does not render a png asset for my game.
[09:53:17] <de_blue> Desktop and Android builds render fine and show the png asset correctly, but the IOS builds just draw black square where the asset should be. I do not get a nullpointerexception or anything, it simply runs without drawing anything.
[09:54:20] <de_blue> I tried using shaperender to ensure that I was actually drawing to screen. ShapeRenderer draws to screen and I can see them in the IOS builds, but my asset simply doesn't show up.
[09:54:20] <mk1> well, you get a black square. that's something
[09:55:16] <LiquidNitrogen> thats probably the best you can hope for with ios
[09:55:38] <de_blue> @LUiquidNitrogen, what do you mean?
[09:55:58] <de_blue> @LiquidNitrogen what do you mean?
[09:56:33] <LiquidNitrogen> i am joking that a black square on ios is the best you can get
[09:56:49] <LunarPathway> You are?
[09:57:21] * LiquidNitrogen shows himself the door
[09:57:26] <de_blue> @LuiquidNitrogen oh, haha.
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[10:05:08] <cackling_ladies> TEttinger, your game run on android?
[10:05:22] <TEttinger> the scala one yes
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[10:08:36] <mk1> you have multiple games?
[10:08:58] <cackling_ladies> how do you deal with save files transfer from desktop to android?
[10:10:01] <mk1> copy? :-D
[10:10:12] <cackling_ladies> how does that work exactly
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[10:10:44] <cackling_ladies> <- only use a dumb phone
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[10:11:40] <LiquidNitrogen> youd have to copy it to the cloud or something
[10:12:12] <LiquidNitrogen> just encode it in letters and numbers and paste bin it or something
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[10:13:21] <cackling_ladies> doesnt sound like something my mom can do
[10:13:33] <cackling_ladies> if my mom cannot do it, it's too complicated
[10:13:56] <LiquidNitrogen> make your game do it automatically
[10:14:19] <LiquidNitrogen> save to the net instead of the device
[10:14:58] <LiquidNitrogen> i dunno if theres another method, besides one that requires the user to stuff around a lot
[10:15:33] <cackling_ladies> well I thought android devices auto sync when plugged in
[10:16:09] <LiquidNitrogen> only if theres some server for them to get the data from?
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[10:16:47] <LiquidNitrogen> theyre syncing from some google server farm i suspect
[10:16:49] <cackling_ladies> no I mean like when plugged into the PC it automatically sync... somehow?
[10:17:34] <LiquidNitrogen> dunno, mine keeps synched without plugging it in afaik
[10:20:06] <cackling_ladies> hmm
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[10:50:56] <evident> hi guys
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[10:52:30] <Sadale> evident, o/
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[11:01:07] <mobaxe> LiquidNitrogen you here ?
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[11:01:35] <LiquidNitrogen> yup
[11:01:47] <mobaxe> how ya doing
[11:01:48] <LiquidNitrogen> got success yet?
[11:01:57] <LiquidNitrogen> i got a haircut
[11:03:01] <mobaxe> nice :D i fixed it , have small problem now i guess
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[11:07:17] <mobaxe> any idea ?
[11:16:55] <LiquidNitrogen> gotts change the texture co-ords i guess
[11:17:47] <LiquidNitrogen> scale up the values of the texture co-ords might work
[11:18:45] <evident> anyone here been working with blender for 3d models in libgdx? I've just created a simple blender scene, placed some elements (cones, boxes etc) and exported it to FBX format... but when using fbx-conv, it will only create the nodes, but they are all empty because it says the objects don't have materials...
[11:19:00] <evident> can anybody quickly tell me how to add a simple color material to them?
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[11:20:03] <mk1> mobaxe: as I already told you yesterday, you need to update the uv coordinates
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[11:20:49] <mobaxe> i haven't done it :(
[11:21:09] <mobaxe> or couldn't
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[11:26:53] <LiquidNitrogen> mobaxe: did you look through the different variants of pbatch.draw to see how you can change the texture uv?
[11:28:51] <mobaxe> yep i draw with pBatch.draw(texture, x, y, width, height, u, v, u2, v2);
[11:29:13] <mobaxe> but it repeats texture normally and no stretches but it returns a rectangle
[11:31:20] <cackling_ladies> that sounds like the call for a rectangle to me
[11:36:40] <cackling_ladies> waffle?
[11:37:00] <mobaxe> yes are you hungry ? i can order you
[11:37:06] <mobaxe> for you
[11:37:49] <mobaxe> :D
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[11:40:10] <cackling_ladies> so what were you trying to accomplice there, mobaxe?
[11:43:35] <mobaxe> sorry english not my native language i didnt get it
[11:44:04] <mk1> waffles: something to eat
[11:44:22] <mobaxe> so what were you trying to accomplice there, mobaxe?
[11:44:34] <mk1> mobaxe: as I told you, the polygonregion has a set of texture coordinates. you need to multiply each float of that array with some factor
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[11:46:35] <mobaxe> then where i will apply these ? to textureregion.setU and setV ?
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[11:52:06] <cackling_ladies> mobaxe, I was refering to the square with repeated sprites in your screenshot as "waffle"
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[11:59:17] <mobaxe> oh yes i got it already :d and i told you that if you want i can order for you :D cackling_ladies
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[12:06:32] <mk1> mobaxe: in PolygonRegion. it has a method getTextureCoords or something like that
[12:06:50] <mobaxe> float[] coords = pRegions.get(i).getTextureCoords();
[12:07:46] <mk1> yeah
[12:08:05] <mobaxe> so i got these coords what now
[12:08:08] <mk1> iterate over them and multiply them with a constant
[12:08:23] <mobaxe> coords[i] = coords[i] * 0.5f;
[12:08:35] <LiquidNitrogen> *5
[12:08:38] <mk1> yeah, better use a value greater than 1
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[12:10:35] <mobaxe> thats it ?
[12:10:46] <mk1> for starters, yes
[12:10:51] <mk1> if that works we can improve it
[12:12:29] <mobaxe> but we havent applied them to somewhere
[12:12:29] <mobaxe> why
[12:15:42] <mk1> ?
[12:16:23] <mk1> you changed the values, that's all you need to do
[12:16:40] <mobaxe> :O
[12:17:07] <mobaxe> float[] coords = pRegions.get(0).getTextureCoords();
[12:17:07] <mobaxe> coords[i] = coords[i] * 2;
[12:17:11] <mobaxe> just these ?
[12:17:18] <mk1> yes
[12:17:38] <mobaxe> dont we need pRegions.get(i).getRegion().setU(coords[i]);
[12:17:52] <mk1> no
[12:18:17] <mk1> why u not just do it?
[12:18:43] <mobaxe> i did but this is the first time i see something like this
[12:18:53] <mobaxe> i didnt know it changes something
[12:18:59] <mobaxe> ty for this
[12:19:02] <mobaxe> i just learnt :D
[12:19:11] <mk1> pics or it didn't happen
[12:19:51] <mobaxe> a few changes happened but its solid color now
[12:19:58] <mobaxe> letme try some different factors
[12:20:38] <mk1> just check if any factor works. don't worry about the actual scale. we'll do that later
[12:23:13] <mobaxe> then ok it changes something
[12:23:24] <mobaxe> but not we wanted to do
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[12:24:00] <mk1> pic?
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[12:24:45] <mobaxe> 1 sec
[12:26:38] <mobaxe> float[] coords = pRegions.get(0).getTextureCoords();
[12:26:38] <mobaxe> coords[i] = coords[i] * 5;
[12:28:09] <mk1> is wrapping enabled for this texture?
[12:28:24] <mk1> maybe you really need to use another factor
[12:28:30] <mk1> anyways, let's just skip one step
[12:29:17] <mk1> float[] coords = pRegions.get(0).getTextureCoords(); float[] positions = pRegions.get(0).getVertices(); in a loop: coords[i] = positions[i]*factor;
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[12:37:48] <mobaxe> i created new loop and its more realistic now,but solid polygon on the bottom left still stays
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[12:44:04] <gubbins> hello
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[12:45:37] <gubbins> so, first time here... I just set up my first empty libgdx project in IntelliJ
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[12:45:46] <TEttinger> hey gubbins
[12:45:48] <mobaxe> hi
[12:46:02] <gubbins> hi
[12:46:08] <TEttinger> intellij is my choice too when I do java with libgdx
[12:46:09] <gubbins> so I got everything building with gradle
[12:46:20] <mk1> mobaxe: sorry, I'm out of ideas now
[12:46:52] <gubbins> one thing I was hoping to get working though is to get the libgdx javadoc URLs set up and working in IntelliJ
[12:47:01] <gubbins> so that Shift+F1 jumps to the javadoc
[12:47:12] <TEttinger> you may be able to download javadocs
[12:47:16] <gubbins> I added them in the library properties, but then, a gradle sync seems to delete that
[12:47:18] <mobaxe> mk1:np thanks for these.I guess i can handle using this way
[12:47:51] <gubbins> TEttinger: I am new to gradle but after some online reading, I tried to set downloadJavadoc = true for the idea plugin
[12:48:14] <gubbins> and indeed it started downloading on the next sync... but then the gradle sync failed with an exception
[12:48:25] <gubbins> and I could not get my project working again until I reverted all that
[12:48:35] <TEttinger> woah, what...
[12:48:58] <gubbins> the android module seemed upset
[12:49:07] <gubbins> I even tried to disable the download just for that module
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[12:49:14] <gubbins> but then half the external libs were missing
[12:50:59] <TEttinger> that should really get set up by the setup-ui tool
[12:51:09] <TEttinger> this missing docs thing has come up before
[12:51:25] <gubbins> that would be great
[12:51:47] <gubbins> so I just tried it again, and this time, the gradle sync is happy - but I am missing most of the external libraries
[12:51:55] <gubbins> they have vanished from the project... any ideas why?!
[12:52:48] <TEttinger> that's the 1.4.1 javadoc jar
[12:53:08] <TEttinger> sources, etc.
[12:53:14] <gubbins> hmm, well I seem to have libgdx 1.4.1 for a start
[12:53:19] <gubbins> sorry 1.3.1
[12:53:34] <TEttinger> 1.4.1 is current
[12:53:54] <TEttinger> but you can browse up some folders to get to 1.3.1 on maven central
[12:54:18] <gubbins> ok I have bumped it to 1.4.1
[12:54:32] <gubbins> gradle is... er, gradling
[12:55:42] <gubbins> so does your project download the javadoc?
[12:55:56] <gubbins> or do you just read it separately
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[13:00:45] <gubbins> ok that finished - so I added downloadJavadoc=true again, and now it's downloading the javadoc jars as before...
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[13:06:00] <TEttinger> ?
[13:06:13] <TEttinger> oh I meant just downloading those jars from those links
[13:06:39] <TEttinger> and using those as the javadocs and source attachments for libgdx in intellij
[13:06:59] <gubbins> right sure
[13:07:23] <gubbins> yeah I can do that but IntelliJ seems to forget the documentation URLs whenever it does a gradle sync
[13:07:37] <gubbins> I think the gradle sync must over-write the configuration files...?
[13:08:02] <TEttinger> maybe
[13:08:05] <TEttinger> I dunno
[13:08:17] <TEttinger> I use intelliJ with scala usually
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[13:10:49] <gubbins> hmm, well this time the sync seemed to finish anyway
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[13:10:58] <gubbins> maybe moving to 1.4.1 has magically fixed it
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[13:15:19] <gubbins> ah god dammit, now IntelliJ doesn't recognise any of the libgdx classes
[13:15:30] <gubbins> even after re-indexing
[13:15:48] <gubbins> ok I think I will just trash this project and start again with 1.4.1
[13:16:28] <gubbins> so far I have spent a lot of time trying to understand gradle and zero time coding...!
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[13:21:56] <gubbins> ugh, now the null pointer exception in the android plugin again
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[13:28:16] <Razzeeyy> when I rotate in one direction more than (approx) 180 degrees the other direction controls become inverted... >_< Anyone can point out how to solve this? I believe it has something to do with "coupling" of the rotations since they overlap on one another... tho not sure...
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[13:34:09] <mk1> Razzeeyy: what type of game?
[13:34:42] <Razzeeyy> sorta ball that has a labyrinth carved in it and you rotate that labyrinth with a touch
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[13:38:13] <Razzeeyy> hm I believe I have something to do with transforming from world space to local space maybe hmhm
[13:38:28] <Razzeeyy> no idea how tho :o other engines I've used were a bit simpler at this point
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[13:40:14] <TEttinger> Razzeeyy: it's in Camera, the project and unproject methods
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[13:41:02] <Razzeeyy> TEttinger: hm... dunno how to use them in my case :O
[13:41:22] <TEttinger> they transform from world space to screen space
[13:43:37] <Razzeeyy> yes but I need to transform from world space to local space in relation to model
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[13:44:26] <Razzeeyy> maybe I should do a bit more work instead of just rotation around "camera's" axes
[13:44:38] <log`> Hi there, I'm a newcomer to libgdx and java, and I am stuck with an issue that I hope is really something trivial. I'm making a small demo of switching between Screens using the Game class. I have a class set up to generate a random TiledMap that should be shown on one of the screens, the other screen is just a blank screen for now. When the tiledmap screen is shown it is supposed to generate a new map by calling this.map = new MyCustomMap();
[13:45:00] <log`> While it does seem to create a new map, or at least one with a new memory address, the screen still shows the original map.
[13:45:28] <log`> I was hoping someone would take a look as I'm sure it's something simple that I'm missing cause I'm new to java. I'm happy to show my code..
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[13:46:38] <log`> in every other language I know, you can replace a variable simply by assigning it a different value, but for some reason my map object seems to stick around..
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[13:50:43] <Razzeeyy> log`: it would be better if you show some actual code you're using
[13:53:00] <log`> Yeah I know, I didn't want to spam links before anyone had shown any interest. I think I've identified the issue though, the OrthogonalTiledMapRenderer I'm using does not know that I have created a new map, and thus still shows the original one it was constructed with. Does OrthogonalTiledMapRenderer only allow you to set the map via the constructor? I can't find a method to change it. Maybe I just need to create a new renderer for each
[13:53:01] <log`> fishy.
[13:55:48] <log`> So how do you all prefer to get code. A .zip or .rar file with all the files together or individual pastebins?
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[14:03:16] <log`> I added comments to explain my problem..
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[14:07:54] <Razzeeyy> log`: yeah you have to recreate a map renderer too, although it won't hurt performance much it's just a simple class with wrapping functions for rendering, just to ease the use
[14:08:09] <Razzeeyy> as I can see from the declaration in the libgdx code...
[14:08:37] <log`> Alright cool, thanks a bunch for taking a look :)
[14:08:57] <Razzeeyy> you're welcome :3
[14:11:24] <Razzeeyy> log`: also note that OrthogonalTiledMapRenderer's renderObject method won't do anything by default, if you plan on rendering objects that were defined in tiled editor for example then you have to subclass from map renderer and overload the method and write your custom code to render objects
[14:12:22] <log`> good to know, I plan to generate my maps procedurally though, and I don't know if I will be using objects yet..
[14:12:43] <Razzeeyy> log`: also don't forget to .dispose() old map renderer before creating new
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[14:13:18] <log`> haha yeah Razzeeyy I was just about to ask, I come from a python background so I never know when I need to dispose of things :D
[14:13:18] <Razzeeyy> or if you pass your own spriteBatch in constructor then it doesn't matter if you dispose or not
[14:13:35] <log`> well theres no reason to have a bunch of renderers lying around in memory
[14:14:58] <Razzeeyy> well actually java will probably dispose it for you when object is garbage collected. but for some weird reason java guidelines recommend to not rely on that and dispose/destruct all things explicitly (that need to be finilazed in a proper way)
[14:15:07] <Razzeeyy> *finalized
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[14:15:44] <log`> interesting. thanks again you've been really helpful, I still have a lot to learn
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[14:23:43] <log`> hmm, I got the functionality working as I wanted, disposing the renderer in hide() and creating a new one in show(). I am a bit concerned however, spamming screen switches just by clicking the mouse I can get the framerate down to 30-something. Seems wrong that I should be dropping frames so much already just by switching screens and creating a TiledMap..
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[14:25:38] <mk1> log`: nobody forces you to recreate the renderer
[14:25:44] <mk1> you can just reuse it
[14:25:57] <log`> how do I change the map that it's using though?
[14:27:04] <log`> OrthogonalTiledMapRenderer takes a TiledMap as a parameter to the constructor, but I can't find any way to change it if I want to render a different map..
[14:28:28] <nexsoftware> log`: setMap
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[14:29:30] <log`> nexsoftware: jeez how did I miss that.. thanks!
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[14:29:35] <log`> thank you too mk1
[14:31:07] <log`> works a charm.. I can still get the framerate down pretty far though :/ maybe my computer just sucks..
[14:32:43] <m3t4lukas> hey guys, I have a question concerning android ContentProvider. I store a screenshot into a database. When I share it to whatsapp, whatsapp expects a column "orientation" to exist. I can't find any reference or documentation of what type and values are expected.
[14:33:11] <m3t4lukas> how does the column "orientation" need to be constructed?
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[14:43:00] <evident> can I tell Android Studio somehow to prefer including classes from the libgdx packages before the standard java ones? I hate those damn accidental naming conflicts, when the wrong class is included...
[14:43:48] <dajos7> uh android 5.0 API is available :D
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[14:54:42] <kalle_h> hello
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[14:56:52] <mk1> hi kalle_h
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[14:58:46] <log`> my older brother is named kalle
[14:58:48] <log`> hehe
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[14:59:57] <InspiredNotion> hello
[15:01:42] <InspiredNotion> I am trying to add kryo and where i would place the jar files? in just the core or do i need to add them to every project, cheers
[15:02:03] <InspiredNotion> project folder..
[15:02:06] <mk1> core
[15:02:14] <InspiredNotion> cool cheers mk1
[15:02:36] <mk1> InspiredNotion: slider issue was closed. what happened?
[15:04:24] <InspiredNotion> my issue, it worked ok in 1.3.1 how, i have no idea.. i had the stage.addActor(slider) in the render method not the constructor.. odd it didnt throw it in 1.3.1, but 1.4.1 put me inline.. cheers though
[15:05:11] <InspiredNotion> total fresh fish mistake.. oh well live and learn hey..
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[15:09:15] <Razzeeyy> log`: creating tilemap is a pretty demanding process the bigger your map is the longer you're stuck in that for loop generating the map, so obviously it will drop your framerate
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[15:10:28] <billzo> Hey all, I saw another irc chat where someone had a problem that I have right now, but I couldn't find the solution. Maybe you could help me out.
[15:10:46] <billzo> I'm trying to compile GWT and this is what I seem to get as an error
[15:11:02] <billzo> [ERROR] Errors in 'com/google/web/bindery/autobean/shared/impl/StringQuoter.java'
[15:11:04] <billzo> Any ideas?
[15:11:47] <billzo> Specifically because of this: [ERROR] Line 34: No source code is available for type java.text.DateFormat; did you forget to inherit a required module?
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[15:16:03] <kalle_h> So much bugs
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[15:19:56] <nexsoftware> Xoppa!
[15:20:07] <Xoppa> nexsoftware!
[15:20:26] <nexsoftware> I got your same problem with the new Android build tools
[15:21:08] <nexsoftware> And found the cause of it
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[15:21:29] <Xoppa> ow, what was it?
[15:21:54] <nexsoftware> You apparently can't have any .properties files in the assets directory
[15:22:06] <nexsoftware> We have some in the i18n directory
[15:22:31] <nexsoftware> Silly Google
[15:22:46] <Xoppa> man, thats just stupid
[15:22:54] <Xoppa> how did you figure that out?
[15:23:26] <nexsoftware> Trial and error
[15:23:35] <nexsoftware> I deleted things one by one
[15:23:58] <Xoppa> great job! did you file a report is it a known limitation?
[15:24:15] <nexsoftware> I just complained so far, will file as a bug today
[15:24:46] <Xoppa> probably better to rename the i18n file in the repo
[15:25:32] <nexsoftware> Well, the I18NBundle class sort of relies on the .properties extension
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[15:26:33] <mk1> shouldn't it just rely on the name excluding extension?
[15:26:47] <Xoppa> lets see if it works if i remove them
[15:26:56] <mk1> who wrote the bundle anyway?
[15:27:10] <nexsoftware> No, it looks for files with .properties extension to find candidate bundles
[15:27:25] <nexsoftware> That should be configurable at least
[15:28:36] <nexsoftware> davebaol made the i18n stuff
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[15:35:09] <mk1> need to file an issue sometime
[15:35:20] <mk1> nesting doesn't work as expected/advertised
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[15:46:55] <Xoppa> nexsoftware, it took some tries, but i can confirm that it's definitely related to the assets. However just removing the i18n folder wasn't enough. I had to remove other files (not with the .properties extension) as well
[15:47:33] <nexsoftware> Xoppa, strange worked for me just removing properties
[15:48:31] <Xoppa> nexsoftware, just check the diff, the files i had to remove (besides the i18n) were all test files (which i copy pasted to test an issue report and never removed)
[15:48:34] <nexsoftware> Even a pure android app with only a .properties in assets broke for me
[15:49:36] <nexsoftware> So, it seems Build Tools 21+ are not ready
[15:49:48] <Xoppa> let's see what happens if i dont remove them but instead rename them
[15:50:58] <nexsoftware> In the mean time, you can just delete build tools 20.0.0 and 20.0.1 from your SDK folder
[15:51:12] <nexsoftware> Sorry, 21.0.0 and 21.0.1
[15:52:27] <Xoppa> renaming the files (to .prop in my test case) causes the error as well. strangely enough message1.prop is included in the resulting apk, but the other files aren't
[15:52:48] <nexsoftware> Heh
[15:53:08] <nexsoftware> I say just go back to build tools 20.0.0
[15:53:56] <nexsoftware> Maybe Google will figure out how to not break things with every single release sometime
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[15:54:03] <Xoppa> yeah will go back to 20
[15:54:18] <Xoppa> hah yeah... they did it again
[15:54:44] <Xoppa> glad i didn't do a fresh install yet
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[15:56:35] <nexsoftware> I wonder what triggers it exactly if it isn't the .properties files
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[15:58:57] <nexsoftware> The Build Automatically option in Eclipse always causes me headaches for Android stuff, maybe that is related
[15:59:30] <mk1> (button and panel)
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[16:00:23] <Xoppa> its very strange, cant seem to find a good pattern, its easy traceable if you know it though. just open the apk and see (alphabetically) on which asset it stopped
[16:01:57] <nexsoftware> Generally the problem I see is that Build automatically tried to rebuild while a build is happening and screws everything up
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[16:03:00] <nexsoftware> If you turn on verbose mode for android builds you can see it doing multiple aapt passes
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[16:06:45] <Opetion> hello there
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[16:09:04] <Opetion> is there any open sourced libgdx project you guys recommend watching?
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[16:16:34] <Kajos> Opetion: TinyVoxel on Github
[16:16:38] <Kajos> :)
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[16:17:42] <Apokaliptor> Opetion: 3D or 2D?
[16:18:07] <Opetion> looks cool :)
[16:18:12] <Opetion> 2d if possible
[16:18:25] <Opetion> but i won't mind 3d
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[16:18:41] <Opetion> i just want to watch how other people solve probably the same problems
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[16:19:59] <Opetion> Kajos: is it your project or just one project that you also watch? x)
[16:20:19] <Opetion> suddenly looks at the user of the github
[16:20:20] <Opetion> lol
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[16:24:04] <Kajos> Opetion: my project :) brb
[16:24:16] <Apokaliptor> seems to be awesome
[16:24:34] <Opetion> Kajos: yeah i only noticed after asking :P but looks pretty cool, are you doing it alone? :o
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[16:42:19] <kjempff> Hmm should I mention my game is build with libgdx/robovm when submitting for approval at Apple, or is it better not to give them any info that would cause further investigation ...
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[16:51:32] <kjempff> owell slaughtering an iOx to appease the Apple gods.. off it goes for review
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[17:12:34] <Opetion> good luck :)
[17:14:44] <Opetion> kjempff: do you have your game on android? or do you plan only to release it on a later date/ never? :P
[17:17:13] <Opetion> :D
[17:17:14] <kjempff> its out on android ... first version and room for improvement, but gotta start somewhere right
[17:17:22] <Opetion> will give it a try later at night
[17:17:55] <Opetion> yup, you are way ahead of me x) i'm still in a inicial prototype, thinking of where to go from here
[17:18:04] <Opetion> and still learning libgdx :)
[17:25:17] <mk1> wow, nice style
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[17:41:37] <davebaol> @Xoppa, @nexsoftware: is there an issue in I18N stuff?
[17:42:13] <davebaol> or Android build tools?
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[17:42:32] <Xoppa> yeah the latest build tools dont seem to like the properties files
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[17:42:58] <davebaol> Xoppa: just their presence?
[17:43:34] <Xoppa> yeah, its a weird issue though, i'd blame google
[17:44:32] <davebaol> Xoppa: ok, let me know if I have to fix something
[17:44:36] <davebaol> got to go now
[17:44:39] <davebaol> later
[17:44:51] <Xoppa> sure, later
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[17:49:31] <nexsoftware> Silly Google
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[18:20:47] <slijt> if we never dispose of shapepolygons and circle polygons once we are done with them, can this cause memory problems?
[18:27:16] <maximtwo_> slijt, you talking about box2d shapes?
[18:27:23] <slijt> yeah
[18:27:33] <maximtwo_> how many are you creating and how often?
[18:27:48] <maximtwo_> if it's just a few it's probably no big deal, they'll be cleaned up once the program exits
[18:27:57] <slijt> maximtwo_: we are trying to narrow down why the game runs out of memory on a galaxy s3 1gb ram
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[18:28:15] <maximtwo_> if you create new shapes often then that could big a big deal
[18:28:21] <slijt> maximtwo_: it's maybe a few 10's
[18:28:34] <maximtwo_> during init?
[18:28:40] <maximtwo_> or every so often?
[18:28:45] <slijt> no, when switching screens
[18:28:53] <maximtwo_> i would dispose of them
[18:29:03] <maximtwo_> once the fixture is created they're safe to dispose
[18:29:07] <slijt> when we go from main menu -> level -> main menu
[18:29:17] <slijt> it crashes after doing that acuple of times
[18:29:30] <slijt> and it always crashes when going from level -> main menu
[18:29:38] <slijt> but before we actually start loading
[18:29:41] <slijt> it's super weird
[18:29:46] <maximtwo_> always OOM?
[18:30:11] <slijt> oom?
[18:30:16] <maximtwo_> out of memory
[18:30:19] <slijt> yes
[18:30:19] <binaryatrocity> out of mana!
[18:30:20] <binaryatrocity> oh
[18:30:20] <binaryatrocity> :D
[18:30:32] <jeffol> thats what coffee is for
[18:30:56] <slijt> maximtwo_: it's insanely strange, we always dispose of our stages between screen switch
[18:30:59] <maximtwo_> slijt, so before using box2d going from level -> main menu causes a crash?
[18:31:01] <slijt> and we use asset manager for textures
[18:31:10] <slijt> yeah
[18:31:20] <maximtwo_> do you have any static variables that you arent nulling before exiting?
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[18:31:31] <slijt> im desperately grasping for straws here, it's a long shot
[18:31:32] <maximtwo_> static stuff that should be disposed of in particular
[18:31:45] <maximtwo_> like AssetManagers
[18:32:06] <slijt> maximtwo_: alright I'll explain how we are doing it kind of
[18:32:20] <slijt> maximtwo_: we create a non-static asset manager when we start the game
[18:32:50] <slijt> we also create our screen classes on startup (note that we don't load and create actual content)
[18:33:12] <slijt> then we add our screens into a hashmap
[18:33:19] <slijt> then from this we decide what screen to load
[18:33:29] <slijt> when switching to a screen
[18:33:31] <maximtwo_> are you certain the screens arent loading their assets?
[18:33:53] <slijt> maximtwo_: yes, we are logging every time it loads
[18:33:56] <maximtwo_> k
[18:34:00] <slijt> and it doesn't load all the time
[18:34:22] <slijt> also, each screen has it's own stage
[18:34:38] <maximtwo_> how many screens are we talking about here?
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[18:34:46] <slijt> we always dispose the previous screen's stage when we switch
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[18:35:02] <slijt> 4 screens in total
[18:35:23] <slijt> splash,main menu,levelgame screen,cinematic screen
[18:35:30] <maximtwo_> ok everything sounds reasonable so far
[18:36:23] <slijt> so when we switch to a screen aswell, we load all assets needed (this strings of the content exist inside the actuall screen classes)
[18:36:37] <slijt> and we also recreate the actual content+stages ofc
[18:37:33] <slijt> actually we have another screen too btw
[18:37:37] <slijt> a loading screen
[18:37:40] <maximtwo_> so splash -> main menu -> level -> main menu -> crash?
[18:37:44] <slijt> but we do the same thing there
[18:38:06] <slijt> yeah but not instantly
[18:38:10] <slijt> it takes a few tries
[18:38:27] <slijt> aka main->level->main->level->main->level->crash
[18:38:41] <maximtwo_> sounds like something needs to be disposed of
[18:38:46] <slijt> though between main and level we enter the loading screen first
[18:38:47] <maximtwo_> are you recreating any spritebatches?
[18:38:52] <maximtwo_> without disposing of them?
[18:39:02] <slijt> no Im pretty sure we are disposing them
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[18:39:22] <slijt> we're using a tiledmap renderer which has a batch which we dispose of too
[18:39:29] <maximtwo_> if you use any of those make sure you dispose of them
[18:40:07] <slijt> we never dispose the asset manager btw
[18:40:20] <maximtwo_> have you monitored how much memory is being used while running?
[18:40:22] <slijt> because we use it between screens ofc
[18:40:26] <maximtwo_> DDMS might be able to help in this regard
[18:40:28] <slijt> we tried
[18:40:34] <slijt> but im not sure what im looking at
[18:40:41] <maximtwo_> i havent used it in a while
[18:42:22] <slijt> yea
[18:42:34] <slijt> the baffling thing is that it is so weird that it takes a few times
[18:42:54] <slijt> it's obvious we aren't disposing something that should
[18:42:58] <maximtwo_> that's why im thinking you're not disposing of something native but creating a new instance of it on the java side
[18:43:15] <slijt> but I dunno wtf could actually take enough memory that it crashes
[18:43:20] <slijt> I mean we cover all large stuff
[18:43:21] <slijt> stages
[18:43:25] <slijt> tiledmaps
[18:43:27] <maximtwo_> world, enough stages because they each have a spritebatch
[18:43:32] <maximtwo_> tiledmaps
[18:43:42] <slijt> we dispose world
[18:44:01] <slijt> Errrrr
[18:44:03] <maximtwo_> are you sure you're remembering to call dispose ?
[18:44:06] <maximtwo_> ;)
[18:44:07] <slijt> actually
[18:44:17] <slijt> I just saw we aren't disposing the world
[18:44:21] <maximtwo_> that might be it
[18:44:29] <slijt> but it's strange still
[18:44:33] <maximtwo_> no it's not
[18:44:39] <maximtwo_> you're not freeing native memory
[18:44:41] <slijt> shouldn't it crash when going INTO the level then?
[18:44:47] <slijt> not when exiting
[18:44:49] <slijt> :o
[18:44:58] <slijt> or at least happend a bit randomly
[18:45:03] <maximtwo_> it's hard to say
[18:45:07] <slijt> like crash sometimes on lvl sometimes out of level
[18:45:29] <maximtwo_> but you have to make sure that if you're recreating anything that implements Disposable that you first dispose of the previous instance
[18:45:40] <maximtwo_> or you'll leak native memory
[18:46:01] <slijt> yeah
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[18:49:59] <slijt> maximtwo_: so you think that even if we never populate the world with more than maybe 10 bodies that it might run out of memory?
[18:51:06] <maximtwo_> i'm not sure how much memory box2d uses but with an S3 i wouldn't think so
[18:51:17] <maximtwo_> without actual code i don't have much to go on
[18:51:25] <slijt> yeah I understand
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[19:15:27] <nexsoftware> log`: because it is a benchmark for rendering performance of a lot of tiles
[19:16:08] <nexsoftware> The tileset is not completely filled so the random tiles it chooses may be blank images
[19:18:35] <log`> ohh right, I should've taken a look at the tileset before asking. Thanks a bunch! :)
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[19:25:37] <log`> haha I was doing so much superfluous junk every time I switched screens, I must say libgdx is pretty fast
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[19:59:56] <slijt> when disposing a stage, it desposes all actors inside it too right?
[20:02:07] <nexsoftware> No
[20:02:25] <nexsoftware> Actors are not disposable.
[20:02:55] <slijt> sorry bad choice of words
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[20:03:07] <slijt> the actor is removed*
[20:03:09] <slijt> ?
[20:05:12] <nexsoftware> Yes, the stage is cleared
[20:05:51] <slijt> a follow up question then.. the we made it so that the actor renders an image
[20:06:05] <slijt> the it draws it using the batch provided by the stage
[20:06:48] <slijt> when the stage is disposed, it removes the batch
[20:06:55] <nexsoftware> Yes
[20:07:03] <slijt> do I need to do anything with the texture that the actors holds?
[20:07:13] <slijt> aka do I get any kind of memory leak or anything
[20:07:16] <slijt> if I just leave it at that
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[20:07:55] <nexsoftware> Textures must be disposed when you are done with them
[20:08:09] <slijt> we are using asset manager to dispose textures
[20:08:18] <slijt> and that should be enough right?
[20:08:20] <nexsoftware> Then you should be ok
[20:08:25] <slijt> alright
[20:08:39] <slijt> because we're having a strange leak somewhere it seems
[20:08:56] <slijt> the game runs out of memory on a galaxy s3 that has 1GB ram
[20:09:07] <slijt> when we switch scenes enough times
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[20:19:11] <kalle_h_> hello folks
[20:22:23] <slijt> heyhey
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[20:28:20] <slijt> is there an easy way to check how much memory my application is holding on android?
[20:29:04] <slijt> we get an out of memory crash on a device and I wanna measure how much memory the app consumes
[20:30:38] <nexsoftware> Gdx.app.getJavaHeap/getNativeHeap
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[20:34:19] <kalle_h_> I have small problem. I made procedural mountains silhuette to background and now I don't have any idea how to cast shadows from that
[20:34:19] <slijt> what is the difference? :o
[20:34:54] <kalle_h_> Basically I have height map 1d texture in radial coords that I use in screenspace to draw those mountains
[20:35:28] <kalle_h_> But I am not sure how I should project that to shadow map space
[20:35:40] <nexsoftware> slijt: native heap would be things that you haven't disposed
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[20:37:06] <slijt> nexsoftware: ah, and java heap is?
[20:38:05] <nexsoftware> slijt: java heap would be java objects
[20:38:42] <kalle_h_> total memory consumption is quite inrelevant if you don't know where its used.
[20:39:16] <kalle_h_> Profiler of any type usually give a lot better picture where and what is using all that RAM
[20:39:35] <slijt> I have no idea how to us a profiler :(
[20:40:13] <nexsoftware> On android you pretty much have ddms
[20:40:49] <kalle_h_> usually CPU tools don't show texture video memory
[20:41:41] <kalle_h_> but texture memory is easy to count by yourself. textures * size * width * 4
[20:42:26] <slijt> yeah but I don't know WHAT im hunting
[20:42:43] <slijt> I just know it must be a memory leak since it runs out of memory after enough times
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[20:43:09] <slijt> but when I check the native heap right now it's only 5~6MB
[20:43:16] <slijt> and java heap is around 13MB
[20:43:24] <slijt> so Im extremely confused
[20:43:46] <slijt> how could it run out of memory when it only takes aprox 6MB, doesn't it include textures?
[20:43:52] <slijt> 6MB sounds insanely low
[20:43:58] <slijt> like, far too low
[20:46:10] <kalle_h_> it does not include textures
[20:46:22] <slijt> ah, then how can I track this stuff?
[20:46:34] <slijt> I have no idea how I can check WHERE it starts to grow
[20:46:49] <slijt> been chasing this issue for 2 weeks
[20:46:54] <slijt> we got release on friday
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[20:47:04] <slijt> im kind of stressed out about it
[20:47:06] <slijt> :(
[20:48:10] <satelite> trying to build a game on ubuntu, i have had the following error a number of times now but persistent searching hasnt paid off. I have configured my environmental variables for JAVA_HOME so Im not sure whats wrong anymore
[20:49:10] <slijt> did u set correct build path?
[20:52:31] <satelite> slijt, maybe not, i really dont know
[20:53:30] <kalle_h_> slijt: one minute job. Go where you are loading your textures. make one liner. static int texMemTotal = 0; texMemTotal += texture.widht * texture.height * 4;
[20:53:53] <kalle_h_> then look with debugger how much you use
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[20:58:55] <slijt> kalle_h: so getting width would be something like this "assetManager.get(fileName,Texture.class).getTextureData().getWidth()"
[20:59:01] <slijt> im using asset manager for caching
[20:59:33] <kalle_h_> something like that
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[21:01:05] <kalle_h_> slijt: first use. getAssetNames
[21:01:21] <kalle_h_> then loop that. Get types. count textures + textureAtlases
[21:01:28] <kalle_h_> done
[21:02:28] <mobidevelop> Hmm, I got another Android TV dev box.
[21:02:36] <Tomski> share the laod
[21:02:43] <Tomski> :(
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[21:04:50] <mobidevelop> I have no clue how I got on the list twice
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[21:08:06] <cobolfoo> is mario badlogic
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[21:08:14] <cobolfoo> ?
[21:08:18] <davebaol> yes
[21:08:27] <cobolfoo> ok thanks
[21:09:45] <Ashiren> is badlogic mario
[21:11:04] <slijt> kalle_h: uh, I can't loop through the asset manager
[21:12:13] <slijt> nvm solved it
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[21:13:38] <kalle_h_> slijt: Remember that coders can do what ever they want(within code) always
[21:14:01] <slijt> true that kalle_h :)
[21:14:36] <Tomski> mobidevelop, what are you going to do with them?
[21:14:42] <Tomski> Put them in an arena together?
[21:14:56] <kalle_h_> I usually like to use all the libraries as source code not packed to jars/dll's
[21:15:53] <slijt> kalle_h: do I get the size in byte?
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[21:17:04] <kalle_h_> yes
[21:17:16] <kalle_h_> just divide it by 1024^2 to get megabytes
[21:17:51] <slijt> yea I know :)
[21:17:52] <kalle_h_> each pixels use 4bytes(32bits)
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[21:18:05] <slijt> ah I see
[21:18:26] <slijt> hmm
[21:18:38] <slijt> it seems Im at maximum 44MB textures cached
[21:19:34] <slijt> hmm Im running it on pc atm
[21:19:45] <slijt> is it normal that the heap gets larger?
[21:22:05] <slijt> kalle_h: btw I don't think this helps, I'm more interested in what we're MISSING
[21:22:59] <Tomski> Paste some code
[21:23:05] <Tomski> +bin
[21:23:18] <slijt> Tomski: it's so large, I dunno where to start.. :(
[21:23:22] <Tomski> Only so much people can guess at what your problem is
[21:23:32] <slijt> yea I understand that
[21:23:58] <Tomski> You said switching screens a lot causes you to run out of memory quicker?
[21:24:21] <slijt> yes exactly
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[21:24:54] <slijt> it always runs out of memory WHEN switching screens
[21:25:11] <slijt> so we figured it's somewhere when we load resources
[21:25:27] <slijt> so we deducted that it must mean we forget to unload stuff
[21:25:31] <slijt> or something
[21:25:34] <slijt> but can't find anything
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[21:25:55] <cobolfoo> what about preloading all your screens and never deleting anything ?
[21:25:59] <Tomski> What do you do when you switch screens, what new objects are being created
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[21:26:17] <Tomski> That code shouldnt be large enough to share
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[21:26:26] <Tomski> too large*
[21:26:28] <TEttinger> mobidevelop: one tv box will work but the other will blow out your TV screen
[21:26:37] <slijt> Tomski: I'll try getting something
[21:26:57] <slijt> cobolfoo: thats bad practice not to mention it'll be more load on devices etc
[21:27:38] <cobolfoo> slijt: I usually preload all the screens and only create/destroy dynamic stuff in Screen show(), hide() functions. I am pretty sure it is good practice :)
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[21:27:59] <slijt> cobolfoo: thats how we do too, we create all screens, but not the objects
[21:28:22] <slijt> cobolfoo: we also only cache textures etc that we know will be needed for that screen
[21:28:45] <cobolfoo> Ok I misread then, I was thinking you were doing something like: setScreen(new myScreen()) :)
[21:29:17] <slijt> cobolfoo: ah no, we instantiate all screen classes and save them in a hashmap
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[21:29:26] <slijt> cobolfoo: and handle switching from there :)
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[21:31:42] <slijt> this is the main game class
[21:32:35] <slijt> it's hard to know what to share since I don't know what is wrong
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[21:36:36] <Tomski> slijt, what are you doing in the create and destroy methods in your Screen classes
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[21:37:45] <de_blue> Does somebody know how to select which iPad simulator or iPhone simulator to use when debugging the IOS builds?
[21:38:07] <Tomski> de_blue, are you using the gradle task or the eclipse plugin?
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[21:40:23] <de_blue> @Tomski the gradle builds. I currently use IntelliJ for development.
[21:41:03] <Tomski> Use the command line arg robovm.devicename=iPhone-6-plus
[21:41:29] <Tomski> You'll need to have the 1.0.0-alpha-04 version of the robovm gradle plugin
[21:41:34] <de_blue> @Tomski thanks.
[21:42:05] <slijt> Tomski: disposing of all stages and clearing cache in main menu screen
[21:42:46] <Tomski> slijt, pastebin those methods
[21:43:22] <slijt> Tomski: alright
[21:44:55] <de_blue> @Tomski should the parameter go in the script parameters field?
[21:45:19] <Tomski> Are you using a run configuration?
[21:45:47] <Tomski> ah
[21:45:50] <de_blue> @Tomski yes.
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[21:47:33] <Tomski> de_blue, yep
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[21:48:46] <de_blue> @Tomski its not working. I have robovm 1.0.0-alpha-04 and the build fails with the exception "robovm.devicename=iPhone-6-plus"
[21:48:55] <de_blue> not found in project ':ios'.
[21:49:38] <Tomski> de_blue, robovm.device.name=
[21:49:43] <Tomski> sorry
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[21:50:03] <Kajos> Q: has anyone tried to incorporate DK2 support succesfully?
[21:50:41] <Kajos> i found out theres support for the tracker, but the video seems the most tricky part
[21:50:50] <Kajos> given Oculus direct mode and such
[21:51:05] <de_blue> @Tomski still getting "Task 'robovm.device.name=iPhone-6-plus' not found in project ':ios'."
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[21:53:22] <Tomski> de_blue, gotta send it as a property, give -Probovm.device.name=.... a go
[21:53:48] <Tomski> slijt, what is in the load method?
[21:54:06] <Tomski> slijt, and why not just share the game stage and hud stage between screens
[21:54:20] <Tomski> No point in disposing and creating the same objects
[21:56:18] <de_blue> @Tomski that was right, but now its complaining about the name "Specified robovm.device.name is invalid: iPhone-6-plus". Should it be the name of my simulator in xCode?
[21:56:25] <slijt> Tomski: loading textures etc
[21:56:37] <slijt> Tomski: because each stage has it's own settins
[21:56:42] <slijt> settings*
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[21:56:47] <slijt> Tomski: how it views stuff etc
[21:56:54] <Tomski> how it views stuff?
[21:57:12] <slijt> Tomski: aspect ratios etc
[21:57:33] <Tomski> Are you loading the same assets?
[21:57:46] <Tomski> load() is being called in basescreen
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[21:58:46] <Tomski> What does the emptyCache method actually do?
[21:59:03] <Tomski> de_blue, do you have the sim in xcode?
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[21:59:14] <Tomski> As in the version of xcode that includes the 6+ sim
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[22:02:21] <de_blue> @Tomski yes. my simulator is called "iPhone 6 Plus". Even if I type it exactly as it is, libgdx keeps complaining "Specified robovm.device.name is invalid: iPhone 6 Plus"
[22:03:06] <Tomski> try "iPhone-5s"
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[22:07:27] <de_blue> @Tomski its working now. I had to put dashes instead of spaces. Thanks alot.
[22:07:35] <Tomski> Cool :)
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[22:11:37] <tkrp> what's the most famous game developed with libgdx?
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[22:11:54] <Tomski> ingress probably
[22:12:35] <mobidevelop> Clumsy bird
[22:12:41] <flogy> mine
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[22:13:02] <Tomski> mobidevelop, is it libgdx?
[22:13:08] <mobidevelop> Yeah
[22:13:16] <Tomski> haha
[22:13:19] <flogy> nice :D
[22:13:21] <Tomski> oh dear
[22:13:32] <Tomski> they have IAP ata £62
[22:13:33] <Tomski> wtf
[22:13:58] <kalle_h_> Our artist did minigore mod at weekend hobby project inside Hardland
[22:14:01] <Nodragem> does someone already experimented unexplainable lags? like I ran my game, it was fine, I run it 2 mins after, it is lagging. I used IntelliJ to come back to the version of my code before I touched it. It is still lagging :/ !! That's strange...
[22:14:13] <kalle_h_> Minigore has never look as good before
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[22:17:39] <tkrp> are singleton classes as bad as usual in libgdx?
[22:17:45] <tkrp> and android development in general
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[22:18:56] <Xoppa> yes
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[22:21:28] <log`> ugh, spent a long time troubleshooting an issue only to find out that TiledMap uses y-up coordinates.
[22:21:43] <log`> Which I should have guessed much earlier..
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[22:23:04] <labius> hello all !
[22:23:21] <log`> hi there..
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[22:23:41] <labius> question before breaking my code : is there a proper way to add sounds to scene2d UI ?
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[22:24:06] <de_blue> By any chance does somebody know how to use anti-aliasing on textureRegions? My graphic assets look jagged on all builds.
[22:24:28] <labius> by proper I meaning perhaps an option I didn't see for json skin file or any other way not "adding listeners"
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[22:24:40] <Xoppa> labius, scene2d is graphics, you handle sounds separately
[22:25:24] <Xoppa> de_blue, you can set the min/mag filters (in the atlas file e.g.) and optionally use numSamples in the configuration (which is msaa, so you probably want to try filters first)
[22:26:06] <labius> Xoppa: ok, just wanted to check if there was any standard I missed. so thanks, adding listeners everywhere !
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[22:27:11] <de_blue> @Xoppa what the difference between using a TextureAtlas vs a simple atlas and exctracting the TextureRegions from there?
[22:27:36] <kalle_h_> what is simple atas?
[22:27:40] <kalle_h_> *atlas
[22:27:57] <Xoppa> from looking at your question i guess the loading, otherwise i've no clue what you mean
[22:31:30] <labius> would someone have an idea on how to easily add sounds for ui ?
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[22:38:03] <billzo> I keep getting tons of errors regarding GWT compiling. Ignoring 698 units with compilations errors as a matter of fact
[22:38:16] <billzo> Should I even bother trying to solve all of my HTML problems at this point?
[22:38:36] <mobidevelop> flogy: haven't looked at it in depth
[22:38:51] <flogy> okay
[22:40:18] <billzo> Like, are there even any good resources for sifting through all the errors that GWT compilation throws?
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[22:42:39] <de_blue> @Xoppa I'm a bit confused. The TextureAtlas should be created using TexturePacker correct? That way using the TextureAtlas I can set the filters?
[22:44:28] <Xoppa> TextureAtlas can be loaded using such file
[22:44:29] <ASneakyFox> when you do meshBuilder.rect(corner0, corner1, corner2, corner3).. what order are the corners supposed to be in?
[22:45:19] <Xoppa> ASneakyFox, look at the argument names (00, 01, 10, 11, iirc) 00 = lower left, 11 = upper right, 10, lower right, etc.
[22:46:24] <de_blue> @Xoppa I see. I've been googling around and I've seen two different TexturePackers, one is a standalone gui jar executable and the other one is a class within LIbGDX. I tried importing the TexturePacker in LibGDX but I can't seem to find it. Which one should I use?
[22:46:40] <kalle_h_> labius: If you can code UI to do something usefull otherwise then you can have the skills to add some sound effects when ui is clicked etc. Sound API is very easy to use
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[22:47:39] <ASneakyFox> thanks Xoppa, thats what i thought. my issue must be something else
[22:47:53] <mobidevelop> billzo: most of the gwt compile output is logging, not errors
[22:48:04] <labius> kalle_h: yep sound ai is uber easy, that's cool (I even coded a basic 3d sound api with it). I'll have to think on how to integrate properly sounds without adding listeners everywhere
[22:50:10] <billzo> mobidevelop: there are just so many things going wrong that are not clear why it is failing, and I have absolutely no idea what to do with it, like this [ERROR] Errors in 'com/google/web/bindery/autobean/shared/impl/StringQuoter.java'
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[22:51:50] <billzo> Or this: [ERROR] Generator 'com.badlogic.gdx.backends.gwt.preloader.PreloaderBundleGenerator' threw an exception while rebinding 'com.badlogic.gdx.backends.gwt.preloader.PreloaderBundle' java.lang.RuntimeException: Couldn't clean target path 'war\assets'
[22:53:03] <labius> kalle_h: how is going hardland ?
[22:54:23] <davebaol> labius: I've spent the last minute trying to understand what's sound ai (my irc client beeped because of ai)
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[22:56:35] <mobidevelop> billzo: the second one means that a file was locked in that directory
[22:56:56] <TEttinger> mail pail rail, any pings?
[22:57:13] <Tomski> p ai l
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[22:58:19] <davebaol> no TEttinger, it must be an entire word like Tomski done
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[22:58:32] <billzo> mobidevelop: what could possibly be causing that?
[22:58:43] <labius> kalle_h: haha
[22:58:47] <labius> bip again
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[23:08:10] <kalle_h_> labius: Early access starts any day soon
[23:08:31] <kalle_h_> I might have some steam codes for most eager testers
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[23:10:25] <labius> argh I'd love to, but I think my computer is way too old...
[23:12:19] <kalle_h_> There are lot of optimizations left to do. Maybe it one day will work on lower end comps too
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[23:12:55] <labius> the cpu is good (i7) but the cg is a basic laptop intel
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[23:18:00] <TEttinger> kalle_h, will it run on recent integrated graphics?
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[23:23:03] <kalle_h_> TEttinger: do you want to test?
[23:23:19] <Nodragem> So that's really weird. As I said before, my game was lagging for no obvious reason. I removed evry single object of my scene, so that only a text with the FPS was displayed (moving up and down), and my game was still running at 2-3 FPS!! Totally desesperate, I restart my PC, run again and... Bim! FPS=60 !
[23:23:30] <kalle_h_> I am doing some low profile optimizations tomorrow so it should after that
[23:24:10] <kalle_h_> Nodragem: IT support always suggest that first
[23:24:14] <TEttinger> kalle_h, I'm pretty terrible at real-time games
[23:24:20] <kalle_h_> for very good reasons
[23:24:31] <TEttinger> Nodragem, maybe you had some high-cpu background process going
[23:24:55] <kalle_h_> malware mining bitcoints perhaps
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[23:25:37] <Nodragem> ... the thing was that I checked my task manager, I didnt see anything, and I was still able to browse and move my mouse normally on windows
[23:26:13] <Nodragem> So yeah that sounds like a mistery to me
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[23:31:06] <Nodragem> Maybe that was because of a java update :/
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[23:33:56] <kalle_h_> or gpu mining so it won't effect on cpu perf
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[23:34:43] <TEttinger> most malware that mines bitcoins does so on the CPU, right?
[23:34:51] <TEttinger> unless they know you have a good GPU
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[23:38:13] <Lecherito> Heeehooo
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[23:38:54] <kalle_h_> TEttinger: Most of the time all he gpu power is wasted because facebook don't need it
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[23:39:42] <Tann_> I've got a small issue: In eclipse, Sound and Music files both play perfectly, but when I compile to desktop, only Sound files play properly. I don't really know how to debug this, there are no error messages.
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[23:39:55] <TEttinger> kalle_h_, fair enough.
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[23:40:23] <kalle_h_> but I don't know that any malware would use gpu. I am just saying that there is some great potential
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[23:46:32] <kalle_h_> Usually there is only other side of the old opengl vs directX war told
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[23:50:20] <Tann_> I've got the bug down to here
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[23:50:37] <Tann_> It never starts the music for some reason
[23:52:10] <Tann_> And it works fine if I use Sound instead of Music
[23:52:12] <Tann_> Super weird
[23:52:58] <kalle_h_> why those while loops?
[23:53:03] <dauntless26> Lol people infect other's pcs to mine bitcoin?
[23:53:15] <Tann_> I don't usually code like that haha
[23:53:24] <Tann_> Just trying to see where the issue is
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[23:53:38] <kalle_h_> Music is streamed so that might be the reasons
[23:53:47] <Tann_> Didn't know if it took a bit to start the music or something
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[23:53:59] <kalle_h_> but that kind of while loops might cause the hang
[23:53:59] <Tann_> Alright, how would that affect it?
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[23:54:08] <Tann_> Yeah I know the loop is causing the hang
[23:54:27] <Tann_> I was trying to find where exactly it was going wrong
[23:54:43] <Tann_> And I noticed that isPlaying() was still false after calling .play()
[23:54:57] <Tann_> So I just tried calling it over and over as a shotgun debugging method : P
[23:54:57] <kalle_h_> what backend?
[23:55:20] <Tann_> I don't know what you mean. I'm making a desktop .jar file
[23:55:31] <Tann_> And it works fine when I run it from eclipse
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[23:55:40] <kalle_h_> if music .play has any laziness, latency then you get hang there always
[23:56:02] <Tann_> I will try music.play() just above the loop then
[23:56:43] <Tann_> I have no idea, just the normal libgdx using the setup.jar
[23:57:23] <kalle_h_> There is the music implementation
[23:57:33] <kalle_h_> hop in and start looking. I do the same
[23:58:10] <kalle_h_> You can see that first potential crash bug is that. if (audio.noDevice) return
[23:58:25] <Tann_> How do I access any of those variables?
[23:58:38] <Tann_> To see what's causing it?
[23:58:42] <kalle_h_> then next one is this. if (sourceID == -1) return;
[23:58:48] <kalle_h_> try debuggin the code
[23:59:00] <kalle_h_> just break point and line by line
[23:59:58] <Tann_> Hmm