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   October 27, 2014  
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[00:06:47] <mobidevelop> Probably could have broken it up into multiple pages
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[01:00:37] <sinistersnare> nexsoftware, aint got time for that
[01:01:36] <nexsoftware> Lol
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[01:01:50] <sinistersnare> i need to make a MultiSelectBox though, which is gonna stink
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[01:04:27] <dermetfan> sinistersnare: What's a MultiSelectBox
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[01:10:22] <nexsoftware> I guess a list box with multiple selection turned on
[01:12:42] <sinistersnare> yep
[01:13:03] <sinistersnare> SelectBox only allows one item to be clicked on at a time
[01:13:18] <Tomski> I need to make a MultiScrollPaneSelectTableWindow
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[01:13:33] <sinistersnare> Tomski, good luck
[01:13:37] <mobidevelop> Why will that stink? Isn't it pretty much already done for you?
[01:13:56] <sinistersnare> mobidevelop, yeah, stinks less than i thought it would
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[01:14:07] <dermetfan> sinistersnare: tried selectBox.getSelection().setMultiple(true); ?
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[01:14:35] <sinistersnare> welp
[01:14:39] <sinistersnare> didnt know that existed
[01:15:05] <TEttinger> yay dermetfan
[01:15:07] <sinistersnare> learn something new every day
[01:15:42] <sinistersnare> the docs need to be updated, it says only one selection is supported :)
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[01:16:10] <dermetfan> there was a time when that was true :)
[01:17:43] <sinistersnare> i guess thats what i get for not following anything scene2d related
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[01:18:42] <mobidevelop> What is displayed as the selection when a SelectBox has multiple selected items?
[01:18:57] <mobidevelop> When it is closed, that is.
[01:19:11] <sinistersnare> i cant get it working? setMultiple doesnt seem to do anything
[01:19:20] <sinistersnare> is there a test?
[01:19:29] <sinistersnare> that shows how setMultiple works?
[01:19:54] <dermetfan> then maybe I'm just confusing you and really just one selection is supported... :| gonna try
[01:20:09] <sinistersnare> yes maybe :)
[01:20:25] <sinistersnare> i think i would need to refactor SelectBox to work with multiple selections
[01:20:36] <sinistersnare> which sounds like a fun project
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[01:22:43] <mobidevelop> Well, SelectBox is generally used for single selection in every ui framework
[01:22:55] <dermetfan> how about using a List instead
[01:23:00] <mobidevelop> So I wouldn't be surprised
[01:24:00] <sinistersnare> a SelectBox is a List inside a ScrollPane
[01:24:38] <sinistersnare> as i understand it (?) so if list supports multi select, then maybe i could just send a PR adding a `multiple` field to SelectBox? the questions would be what to display though
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[01:34:17] <sinistersnare> yes, I think i could try that. maybe tonight, as now is John Wick time!
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[01:55:28] <dauntless26> Hey guys. In trying to use fit viewport to preserve aspect ratio on android but it seems like the screen is being pulled down. I only see half the image on the screen. Any idea why this is happening? Or a good tutorial on android aspect ratio preservation?
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[02:23:14] <dauntless26> Any examples in the wiki how to make aspect ratio work in android?
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[05:09:20] <sinistersnare> Holy fuck.
[05:09:22] <sinistersnare> John wick
[05:09:24] <sinistersnare> Watch it
[05:09:42] <sinistersnare> Badass scene. Fight scene. Badass scene. Fight scene. Badass scene. Fight scene. Badass scene. Fight scene. Badass scene. Fight scene.
[05:09:46] <sinistersnare> ITS PURE AMAZING
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[05:13:51] <cobolfoo> A movie for the intellectuals I guess
[05:13:57] <sinistersnare> hahah
[05:14:14] <sinistersnare> i was feeling a good old fashioned Keanu beats the shit out of every living thing movie
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[05:27:22] <sinistersnare> OK lets see some MultiSelectBox magic
[05:28:36] <TEttinger> sinistersnare, you're the second person I've heard amazed by it
[05:28:50] <TEttinger> haven't heard anything bad yet
[05:29:03] <sinistersnare> TEttinger, its just great, theres no plot twist, theres no bull shit, just killing bad people for a good cause
[05:29:42] <sinistersnare> guy kills keanu reeves' dog, guy is gonna get rekt
[05:29:45] <sinistersnare> that easy
[05:30:03] <sinistersnare> sorry for the profanity, but it got me pumped up
[05:30:59] <cobolfoo> I am not sure, after the EXCELLENT 47 Ronin :) Yeah this is irony
[05:31:56] <sinistersnare> i havent seen 47 :/ i was working at the movies when it came out, so i tried to watch as much as possible, but it burned me out so i watched like nothing
[05:32:54] <TEttinger> I liked the Protector, that had this great long one-take scene where Tony Jaa kicks beats up about 40 people as he ascends a circular staircase
[05:33:38] <sinistersnare> it was just what i needed before a few hours of good coding
[05:34:26] <TEttinger> then there's the opposite in Shoot-em-up, which was incredibly stupid but very fun, where a stream of about a hundred bad guys are going up a spiral staircase and Clive Owen's character spins around with a machine gun on the way down
[05:34:41] <TEttinger> then cushions his fall with a dead body
[05:35:12] <sinistersnare> thats awesome
[05:37:26] <TEttinger> there was a gruesome but pretty clever thing later in the movie where a guy tries to stab Clive Owen and he moves his hand into the path of the knife, thus disarming him (and sticking a knife in his hand), then he pushes the knife around to spray HIS OWN BLOOD at another guy's face to blind him
[05:38:20] <cobolfoo> you talking about the movie with the carrot?
[05:38:24] <TEttinger> yes
[05:38:38] <cobolfoo> I liked the part with the carrot stabbing
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[05:38:48] <TEttinger> it was inventive, in some odd ways
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[06:04:04] <ASneakyFox> if i add the same model to the asset manager twice to get loaded, is the asset manager smart enough to ignore the second call or od i have to check for that myself?
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[06:23:02] <sinistersnare> mobidevelop, ping? is it an oversight that there are missing @Override annotations in the repo?
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[06:27:51] <sinistersnare> so i got multi select working, but its wonky as hell :)
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[06:30:42] <sinistersnare> what would be good behaviour for multi-select SelectBox?
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[06:36:57] <warmwaffles> sinistersnare: one that works :p
[06:37:21] <sinistersnare> warmwaffles, thats not helpful :) right now it sometimes works somehow...
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[06:37:45] <sinistersnare> dont know how it would work on android
[06:37:54] <sinistersnare> ok
[06:38:02] <warmwaffles> I've seen some apps do it via a long press
[06:38:04] <sinistersnare> so if i have one selected, and ctrl-click another it gets added to the list
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[06:38:26] <sinistersnare> maybe i should try and get my phone hooked up and test a little
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[06:40:50] <sinistersnare> nope phone doesnt want to be connected
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[06:47:35] <sinistersnare> maybe it would be more fruitful to add a CheckBoxList?
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[06:50:37] <sinistersnare> hmm that seems simpler than figuring out good behaviour for this :)
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[07:15:45] <sinistersnare> whats the point of a button group if it cant be added to any gorram thing?
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[09:58:45] <tom992> hi , i initialize few array of my objects in create method of game, but it takes a lot of time there is option to load in another thread or something along splash screen
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[10:05:11] <TEttinger> tom992, typing on a mobile device?
[10:05:48] <tom992> yep
[10:06:04] <TEttinger> AssetManager does some of this, if I recall correctly
[10:06:50] <TEttinger> https://github.com/libgdx/libgdx/wiki/Managing-your-assets
[10:08:04] <tom992> i read that , but im loading these physics objects http://www.aurelienribon.com/blog/projects/physics-body-editor/ and there its quite few around 10-20 but to load that im waiint around 3-5 second
[10:08:30] <tom992> *waiting
[10:10:57] <TEttinger> I need to go to sleep, but ask again in a few hours, it may be more active in about... 3 hours? 8:00 AM on the US East Coast?
[10:11:17] <TEttinger> good luck!
[10:11:20] <tom992> thanks
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[11:00:14] <bkaramik> hello , can anybody help me on Facebook integration to libgdx game ?
[11:00:53] <mk1> bkaramik: what'S the problem
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[11:01:13] <bkaramik> i have followed libgdx third party suport document and created the interface for the facebook
[11:01:47] <bkaramik> but when i call my this wrapped facebook login function , can not open the login page
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[11:05:54] <bkaramik> i pass the implemented interface to my core game class
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[11:06:45] <bkaramik> but when i call the login function , i saw the circulr loading screent for a few second but later nothing
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[11:11:53] <mk1> code?
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[11:14:28] <bkaramik> ok sending now
[11:14:59] <bkaramik> public class AndroidFacebookAdapter implements FacebookIntegration {
[11:14:59] <bkaramik> private String name;
[11:14:59] <bkaramik> private Activity androidActivity;
[11:14:59] <bkaramik>
[11:14:59] <bkaramik> public AndroidFacebookAdapter(Activity andAct) {
[11:14:59] <bkaramik> super();
[11:15:01] <bkaramik> this.name = "";
[11:15:03] <bkaramik> this.androidActivity = andAct ;
[11:15:05] <bkaramik> }
[11:15:07] <bkaramik>
[11:15:09] <bkaramik>
[11:15:11] <bkaramik> @Override
[11:15:13] <bkaramik> public void loginFacebook() {
[11:15:15] <bkaramik>
[11:15:19] <bkaramik> Gdx.app.log("AndroidFacebookAdapter"," Facebook login starts");
[11:15:21] <bkaramik>
[11:15:23] <bkaramik> //Session.openActiveSession(this, allowLoginUI, callback)
[11:15:25] <bkaramik> androidActivity.runOnUiThread(new Runnable() {
[11:15:27] <bkaramik>
[11:15:29] <bkaramik> @Override
[11:15:31] <bkaramik> public void run() {
[11:15:33] <bkaramik> Session.openActiveSession(androidActivity, true, new Session.StatusCallback() {
[11:15:35] <bkaramik>
[11:15:37] <bkaramik> // callback when session changes state
[11:15:39] <bkaramik> @Override
[11:15:41] <bkaramik> public void call(Session session, SessionState state, Exception exception) {
[11:15:43] <bkaramik> if (session.isOpened()) {
[11:15:43] <mk1> holy shit
[11:15:45] <bkaramik> // make request to the /me API
[11:15:49] <bkaramik> Request.newMeRequest(session, new Request.GraphUserCallback() {
[11:15:49] <mk1> post that in pastebin or something
[11:15:51] <bkaramik> // callback after Graph API response with user object
[11:15:53] <bkaramik> @Override
[11:15:55] <bkaramik> public void onCompleted(GraphUser user, Response response) {
[11:15:57] <bkaramik> if (user != null) {
[11:15:59] <bkaramik> Gdx.app.log("BURAK"," Facebook Login Succefull");
[11:16:01] <bkaramik> name = user.getName();
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[11:16:33] <bkaramik> return name;
[11:16:35] <bkaramik> }
[11:16:37] <bkaramik> }
[11:16:39] <bkaramik> :(
[11:16:41] <bkaramik> ok ok
[11:17:00] <InspiredNotion> pastebin would be better..
[11:18:50] <bkaramik> sorry for the last time
[11:18:52] <bkaramik> http://www.pastebin.ca/2864889
[11:18:56] <bkaramik> is it ok now ?
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[11:20:45] <mk1> yeah
[11:21:01] <mk1> although syntax highlighting would be nice next time
[11:21:31] <bkaramik> ok next i will also add this
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[11:21:49] <bkaramik> it is actually my first time on a irc channel
[11:22:03] <mk1> then welcome :)
[11:22:18] <bkaramik> thank you :)
[11:22:19] <mk1> at first glance nothing seems wrong
[11:22:59] <mk1> add a few more debug logs to see which code lines are actually executed
[11:23:19] <mk1> also I'm not sure if this should be run on ui thread even if it's executed async
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[11:23:47] <bkaramik> ok then i will add more logs and try again
[11:23:50] <bkaramik> thank you :)
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[11:33:18] <mobaxe> burak
[11:33:58] <mobaxe> alirim anahtarini :D
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[11:58:51] <rgr> what must I do (intellij) to get the javadocs installed for libgdx->openGL wrapper API e.g glClearColor?
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[12:10:15] <Tomski> rgr, you cant
[12:12:35] <rgr> k
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[12:27:07] <kojjootti2> On my screen-object owns stage and my game-object has SpriteBatch object. The SpriteBatch is not "synced" with stages batch. Any tips?
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[12:29:24] <bkaramik> what do you mean by "synced" ?
[12:29:49] <jerome[fr]> hi
[12:30:48] <kojjootti2> bkaramik: well i'll try to draw particles they are not on right position. The position is from Box2d ContactListener
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[12:31:41] <kojjootti2> all effects seem to be drawed at left-bottom of the screen.
[12:33:27] <bkaramik> can you send the code sample to see if i can help ?
[12:33:53] <bkaramik> before i also had similiar problem but with PolygonSpriteBatch
[12:34:04] <mobaxe> how can i draw texture on polygons edges ?
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[13:41:01] <n3o59hf> Hello! Questions about bitmap fonts: If I have font with outline, how to make top padding not affect baseline?
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[13:58:12] <Leolima> Hi
[13:58:41] <Ashiren> good afternoon
[13:58:44] <mobaxe> yo
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[14:08:01] <Leolima> some knowledge for a newbie?
[14:08:09] <Leolima> good afternoon
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[14:18:17] <Leolima> some famous game was created here?
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[14:20:36] <n3o59hf> Fixed my problem by adjusting line height and base values in fnt file
[14:20:52] <n3o59hf> those wasn't available through Hiero
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[14:22:54] <mobaxe> hey how can i draw a texture for polygons edges ? http://i.imgur.com/hYIUOTU.png?1 something like ths
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[14:25:14] <Leolima> what is better.. create a new screen or menu with stages?
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[15:24:54] <cobolfoo> mobaxe ShapeRenderer ?
[15:25:23] <mobaxe> i tried but i couldnt draw cobolfoo does it work ?
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[15:27:44] <cobolfoo> I am not sure shaperenderer support textures but for colored shapes it works
[15:30:29] <cobolfoo> you could use this approach? http://stackoverflow.com/questions/23445444/libgdx-texture-a-2d-terrain
[15:31:20] <mobidevelop> Nope, ShapeRenderer does not support textures
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[15:37:23] <maximtwo> mobaxe, this article might help you: http://www.codeproject.com/Articles/226569/Drawing-polylines-by-tessellation
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[15:41:58] <Scellow> guys what do you think about the approach of my animation manager ? i will make it open source once it's cleaned https://gist.github.com/anonymous/8555e504af04bddf82e9
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[16:12:16] <loogie> mornin folks
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[16:12:51] <riven> …
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[16:13:19] <jeffol> heyo
[16:13:37] <loogie> someone has fallen asleep in their coffe.
[16:13:38] <loogie> e
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[16:13:53] <jeffol> i need to go get a cup of coffee so i can do that
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[16:14:04] <loogie> i need to get my third :P
[16:14:51] <loogie> thats what i get for staying up till 4am... blood that's leaning toward being made of coffee.
[16:16:20] <riven> how can i set the Path environment variable in the mac
[16:16:40] <riven> im using the newset mac os, yosemte
[16:18:13] <riven> i tried the export command ,but the change wont last after i close the terminal window
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[16:19:16] <Scellow> riven: i run yosemite too, and i don't needed to do that, just install the latest java from the website
[16:22:26] <riven> Scellow: I need to set the ADT tool to the path so I can create the anroid project from the command line
[16:24:02] <riven> because for some unknown reason, I can’t create the android project in the eclipse,always get error
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[16:26:12] <Scellow> oh, what error you get ?
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[16:28:46] <rgr> riven: if you cant set a PATH and set up ADT properly then you might want to step back and do some background reading.
[16:30:10] <riven> the error is :Errors occurred during the build. Errors running builder 'Android Resource Manager' on project 'test'. java.lang.NullPointerException
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[16:30:48] <Samson__> Hello I need some help with an backtrace
[16:30:52] <Samson__> a*
[16:31:53] <Samson__> Hello?
[16:32:28] <Samson__> I think my error is something to do with a freetype.so
[16:32:56] <Samson__> Okay bye
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[16:33:11] <Tomski> good talk
[16:33:14] <Scellow> lol
[16:33:18] <log`> jeez, kids these days. no patience.
[16:33:18] <Scellow> best ever
[16:34:26] <riven> rgr:i set adt tool to the Path successfully with export command, but i have to repeat the export command every time I shut down the terminal
[16:36:22] <rgr> exactly. so go google up how to make it persistent on a Mac.
[16:37:02] <Tomski> .bash_profile
[16:39:02] <maximtwo> lol that samson
[16:39:24] <Tomski> He backtraced it himself
[16:39:58] <log`> talking to people is hard.
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[16:55:01] <riven> tomski:seems i tried this method before and it didnt work.I wil try it again
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[16:58:56] <GhostNr1> Evening all
[17:01:40] <Green_Snake> Hey, anyone know a good graphics/GUI library, which would allow me to draw scretched, rotated textures, and allow me to create with similar fashion to Pixmap in Libgdx. I am hoping to reduce the amount of space required by the program (I mean, 6MB is bad, especially since I don't even need any audio, which seems to take majority of that space), and at best case scenario get rid of the need to OpenGL.
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[17:19:23] <Quick_Wango> Hi! Does anyone know if I somehow can define a backface of a decal
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[17:21:00] <Xoppa> Quick_Wango, Gdx.gl.glDisable(GL20.GL_CULL_FACE);
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[17:23:38] <Quick_Wango> Xoppa: can you give more details on that?
[17:24:14] <Xoppa> sure, https://www.khronos.org/opengles/sdk/docs/man/xhtml/glCullFace.xml
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[17:27:24] <Quick_Wango> Xoppa: but how would I specify a texture for the back face?
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[17:28:38] <Xoppa> if you want a different texture on the other side, then it won't be a backface, but instead a new decal
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[17:29:39] <Quick_Wango> so I would create to decals right next to each other, one with the front face texture and the other with the back face texture?
[17:30:18] <Quick_Wango> that's what my might currently has, I thought there would be a better solution
[17:30:40] <Xoppa> yes
[17:31:46] <Xoppa> note that technically they are both front faces, not back face
[17:32:12] <Quick_Wango> sure
[17:32:30] <Quick_Wango> thanks for the help
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[17:47:43] <Ethico> Hi all , I have started with Libgdx month ago...Created few sample puzzles for understanding various parts of framework.It went very well but when i started reading about opengl i got really confused with lot of information that keeps on changing from one version to another. Pls advise me about how & where to learn it.
[17:49:37] <Xoppa> If you're just starting, then you don't have to care about opengl, libgdx abstracts all that away. At some point you probably will need to do some opengl (e.g. for effects using shader) in which case you should focus on OpenGL ES 2.0
[17:49:48] * jeffol hugs spritebatch and doesn't let go
[17:51:38] <Xoppa> Ethico, if you do need to learn it, then this will most likely will help https://github.com/mattdesl/lwjgl-basics/wiki
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[17:56:07] <loogie> lol jeffol
[17:56:15] <jeffol> :)
[17:57:12] <loogie> i'm thinking of attempting a old school dungeon crawl in faux 2d..
[17:57:22] <kojjootti2> is there way to put initial angle to particle effect?
[17:57:26] <loogie> it could be done easier in 3d, but i like the old way.
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[17:57:39] <loogie> like... might and magic, or dungeonmaster 2
[17:57:50] *** dimitrovskif has joined #libgdx
[17:57:52] <loogie> (or like todays grimrock, but in sprites, not true 3d)
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[17:58:10] <dimitrovskif> Hi guys, should I use an OrtographicCamera to draw all my character/stuff?
[17:58:24] <dimitrovskif> I am using one; and when I change orientation the screen looks ugly
[17:58:29] <loogie> orthographic basically just means you're drawing 2d.
[17:58:33] <Ethico> okay. Thanks @Xoppa . I will take a look at it. Actually i was referring Mario Zenchner's book of android game programming . But it has information about OpenGL ES 1.0 for the most part so tried to read stuff online and got confused .
[17:58:46] <dimitrovskif> loogie: I do know, I know some basic projection/math
[17:58:52] <loogie> so if you're drawing your character to your game world.. then yes, use orthographic if you want.
[17:58:59] <dimitrovskif> the problem is I don't know libgdx; very new
[17:59:35] <dimitrovskif> I have no idea if I should use a Camera, and how to make my game resolution-independant; actually the game is not 'mine' and I have to do it for a company
[17:59:37] <loogie> basically, anything going to your world (world coords) you want to put through the camera's matrix
[17:59:48] <dimitrovskif> yeah, that makes sense
[18:00:04] <Xoppa> dimitrovskif, http://www.badlogicgames.com/wordpress/?p=1550
[18:00:08] <loogie> well, the camera comes into play when you want to move things around.. for instance, scrolling across the world, while leaving your gui in place.
[18:00:24] <dimitrovskif> yeah, I understand
[18:00:32] <dimitrovskif> although my stuff is static, I guess a camera is not bad
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[18:00:43] <loogie> in that sense, you draw something using say spritebatch, setprojectionmatrix(camera.combined) and draw your game content
[18:01:00] <dimitrovskif> yeah, and how do I make things not stretch on x-axis?
[18:01:03] <loogie> then draw your GUI stuff, after that, without changing the matrix.
[18:01:08] <dimitrovskif> I want something like Unity's
[18:01:11] <dimitrovskif> way of rendering
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[18:01:42] <loogie> orthographic camera doesn't stretch anything does it?
[18:01:47] <dimitrovskif> by default, it doesn't stretch - you only get expanded horizontal view and the vertical view is static (you always get same amount of stuff just stretched)
[18:01:51] <dimitrovskif> that's what I want
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[18:02:24] <loogie> sidescroller?
[18:02:31] <loogie> thats what you're talking about?
[18:04:53] <dimitrovskif> no; never mind- is there anyway to make sure things don't stretch
[18:05:05] <dimitrovskif> if it's 32x32, it should always be 32x32
[18:05:28] <loogie> if you just use the default constructor i think it remains 1:1
[18:05:35] <dimitrovskif> i mean, I want to make sure the ratio is the same. I don't care about the absolute size
[18:05:50] <loogie> as long as you don't mess with rotation or zoom, it won't do anything.
[18:06:13] <loogie> and even if you do zoom, as long as you zoom x and y the same value, it will keep the ratio
[18:06:26] <Lecherito> https://github.com/libgdx/libgdx/wiki/Viewports
[18:06:29] <dimitrovskif> `cam = new OrtographicCamera(320, 480); batcher.setProjectionMatrix(cam.combined)`
[18:06:40] <loogie> dpm
[18:07:10] <dimitrovskif> that's all I am doing, and when I flip the phone things are stretched
[18:07:22] <loogie> you have to refresh your camera size.
[18:07:38] <dimitrovskif> oh, nvm then
[18:07:43] <dimitrovskif> override scale()?
[18:07:48] <dimitrovskif> or resize() whatever it wa scalled
[18:07:53] <loogie> resize yeah
[18:08:19] <loogie> but you can also check out that viewport link Lecherito posted
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[18:08:57] <loogie> it gives you some automatic viewports.
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[18:13:23] <dimitrovskif> loogie: so what should I set my viewport width/height to by default?
[18:13:53] <dimitrovskif> assuming I do the project in 4:3
[18:14:49] <dimitrovskif> and assuming a whole screen asset is gonna be like 800x600
[18:15:12] <loogie> are you using stage and such?
[18:15:23] <loogie> or using just spritebatch?
[18:15:39] <dimitrovskif> I have no idea what Stage is, I started with libgdx 3 hours ago
[18:15:42] <loogie> if you are using stage, i'd use a viewport, since it'll handle that stuff automatically i think
[18:15:45] <dimitrovskif> I am using a SpriteBatch
[18:15:50] <dimitrovskif> and an orto cam
[18:15:55] <dimitrovskif> and textures
[18:16:26] <dimitrovskif> getting stuff done was quite fast - really slower than unity but better than most frameworks/libs
[18:16:44] <loogie> ok, well.. if you are planning a 2d game... you can use the Scene2D stuff, which is basically a more complete 2d syste,.. it uses a stage, and you attach "actors" to it.
[18:16:51] <dimitrovskif> at the moment I have some basic physics going on after the render()
[18:17:02] <dimitrovskif> I don't know how smart that is, but it is FPS independant because i use a timedelta
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[18:17:20] <loogie> the benefit is, it can use a viewport, which is basically exactly what you're talking about
[18:17:33] <dimitrovskif> this community has been much more helpful than others btw, thanks! are you the author or sth?
[18:17:46] <loogie> no, i'm pretty much a beginner :P
[18:17:59] <loogie> but i've used this stuff a bit, so i have an idea of how it works
[18:18:39] <loogie> i personally use Stage2d for my gui, and spritebatch itself to draw my game. but i'm using desktop, so i'm not as worried about autoscaling.
[18:18:52] <loogie> if you're using mobile, such scaling is useful
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[18:19:59] <loogie> like, in the viewport link (https://github.com/libgdx/libgdx/wiki/Viewports) if you look at the example of "FillViewport" is most like what you're talking about
[18:20:09] <dimitrovskif> I am using stage now
[18:20:38] <dimitrovskif> do I have to have actors to do stuff in a Stage?
[18:21:02] <loogie> yeah you have to attach them. if you're just drawing sprites to your spritebatch, you can use an Image actor
[18:21:14] <loogie> Image guy = new Image(sprite);
[18:21:35] <loogie> then you add it to stage (stage.addActor(guy));
[18:21:45] <loogie> then draw the stage (stage.draw()) in your render
[18:21:56] <dimitrovskif> thanks
[18:21:56] <loogie> there's a test in the wiki
[18:22:07] <dimitrovskif> I can use Stage in a ScreenAdapter right
[18:22:26] <loogie> yeah? i've never done it, but i'm assuming you can
[18:22:40] <dimitrovskif> how do you do different screens
[18:22:45] <loogie> if it uses spritebatch, it should, stage just uses its own spritebatch
[18:23:10] <loogie> you can use a screen. or, you can even just draw a different stage.
[18:23:20] <loogie> i don't know what would be better
[18:24:10] <loogie> Scene2D also does animations, like tweens etc. you attach them to acctors, and update using stage.act(delta)
[18:25:27] <loogie> basically, all these things are using the basics.. so stage is just a container, you add actors to it, and then call draw.. which uses a spritebatch to draw the actors to the screen.
[18:25:43] <evident> hi guys
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[18:27:31] <dimitrovskif> it works
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[18:28:02] <Lecherito> actors will be a pain in the ass if you want to do "complex" things
[18:28:04] <loogie> https://github.com/libgdx/libgdx/wiki/Scene2d describes scene2d. it's got it's main benefits in there.
[18:28:09] <Lecherito> <- personal experience
[18:28:40] <loogie> yeah. there's a lot of bulk too.. if you just need to draw a sprite to the stage and will never need to do anything else.. it's probably overkill
[18:28:51] <dimitrovskif> I got everything working
[18:28:58] <loogie> but its a good place to start
[18:29:02] <Scellow> AnimationManager done ! create your anim in 3 lines of code :p
[18:29:02] <Scellow> https://gist.github.com/anonymous/91ffa24f560970fbb780
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[18:30:16] <loogie> cool Scellow
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[18:34:51] <Scellow> :)
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[18:37:39] <suarez> Hey. anyone know if the in-app billing thing is done yet? Or is it still in beta?
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[18:49:54] <egyware> Hi
[18:50:48] <egyware> It's possible port a backend for xna (xbox) using ikvm?
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[18:56:59] <Xoppa> egyware, very unlikely because xna uses hlsl instead of glsl
[18:57:15] <Xoppa> there are translation tools though iirc
[18:57:22] <mobidevelop> Angle
[18:57:49] <egyware> Sorry my english suck :(
[18:57:54] <egyware> I
[18:58:27] <nooone> *sucks
[18:58:36] <egyware> XD thanks
[19:00:47] <egyware> Well It's a bad idea.
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[19:22:55] <tom992> hi guys , have problem with response time of inputprocessor and touch events , they are too slow , and i need in my game quick move with finger but my object just follow in distance
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[19:23:52] <tom992> mobile platform of course
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[19:26:43] <Xoppa> tom992, its very unlikely that's related to inputprocessor or touch events
[19:27:37] <tom992> u mean its related to my mobile device performance ?
[19:27:59] <tom992> or there is something what i can do with that
[19:29:04] <Xoppa> you can enable visualizing touches in the debug menu of android to verify whether it is related your application or device
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[19:31:50] <tom992> ok , try that and pointer of debug have much quick response time then my object in game
[19:32:29] <tom992> and in code i have simple set position of sprite to current touchdragged location
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[19:34:10] <Xoppa> try substracting width/2 and heigh/2 to the location, since the location is the lower left corner
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[19:36:26] <tom992> location is ok , is right on finger when i dont move but that depens how fast my finger move on screen
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[19:36:59] <tom992> then response have quite delay
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[19:39:28] <Xoppa> my guess is that the lag in your application should not be more than twice the lag of debug cursor
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[19:42:00] <tom992> yep but my app in current state have commented all hard stuff just event and translating position of sprite but still some lag there
[19:42:10] <tom992> no idea :( , anyway thanks
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[19:50:37] <tom992> why logcat still login some androidinput pointer id lookupfailed and then bunch of numbers
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[20:07:33] <Mury> Hello!How`s everyone?Is there someone who uses libgdx version 0.9.9??
[20:07:57] <InspiredNotion> upgrade if i were you :)
[20:07:58] <Lecherito> That seems old
[20:08:38] <Mury> It seems :) but for 2d stuff it`s good!
[20:08:46] <Mury> Anyone who makes 3d games?
[20:09:26] <Lecherito> The framework will be the same, dont worry, it's just that new things, bug fixes etc
[20:09:29] <dajos77> kalle?
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[20:09:54] <dajos7> Mury: ask kalle_h
[20:10:48] <Mury> I`m still using the old version because my netbook does not support opengl 2.0 on win 8.1.Maybe on black sunday i`ll buy a new one.However I`m really intersted to start doing some 3d stuff.Not big things,start small something like Wolfstain or maybe something simpler
[20:11:17] <Mury> And I`m not sure if I should learn libgdx with it`s 3d api or use unity or smt else...
[20:11:29] <Mury> friday*
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[20:19:15] <dimitrovskif> Hi guys, somebody here answered using Stages to get nice positioning/scaling
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[20:25:59] <dimitrovskif> I have no idea how to make sure things stick at the left/right side of screen
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[20:41:30] <lxknvlk> where does libgdx store preferences file on a genymotion emulator? :?
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[20:43:22] <Scellow> dimitrovskif: here is how i do https://gist.github.com/Scellow/04396aa4443896ada4bc
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[20:43:34] <Scellow> then you use that SCALE_FACTOR for everything you want to scale
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[20:43:53] <Scellow> WINDOW_WIDTH/HEIGH is your target resolution
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[20:45:06] <dimitrovskif> Scellow: why do I have to manually calculate position for each Texture/Sprite :/ ?
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[20:45:27] <dimitrovskif> I'd like to be able to hardcode the positions and libgdx should take care of positioning/scaling/stretching
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[20:45:46] <dimitrovskif> it really sucks to have to do math for each thing you draw
[20:46:18] <mobidevelop> Boo math!
[20:46:31] <Ashiren> well yeah
[20:46:35] <nooone> math is the WORST
[20:46:51] <Ashiren> but once you set up with scales and etc. youre free to go
[20:46:53] <Tomski> I just use Math.random
[20:47:37] <nooone> Math.random still uses Math
[20:47:40] <nooone> blurgh
[20:48:01] <Tomski> I dont have to do the math
[20:48:08] <dimitrovskif> ha-ha so funny
[20:48:23] * nooone was laughing.
[20:48:31] * dimitrovskif was not.
[20:48:57] <lxknvlk> where does libgdx store preferences file on a genymotion device?
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[20:51:18] <nooone> in your virtual device folder?
[20:51:35] <nooone> or since it's desktop maybe in your user directory
[20:52:00] <mobidevelop> genymotion would be stored the same as any other android device
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[20:52:58] <mobidevelop> At /data/data/com.package/...
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[20:56:44] <dimitrovskif> mobidevelop: Ashiren: nooone: so is it possible to design a game using one fixed resolution ex. (480x800) and make libgdx stretch/position/scale things on other resolutions?
[20:57:02] <mobidevelop> Sure
[20:57:08] <mobidevelop> Use a Viewport
[20:57:32] <nooone> :O
[20:57:51] <nooone> did that word really just slip your fingers mobi?
[20:57:51] <dimitrovskif> I was using a Viewport
[20:58:00] <mobidevelop> nooone: can you believe I said that?
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[20:58:09] <jeffol> I can't believe you said that.
[20:58:57] <dimitrovskif> mobidevelop: I was using a ViewPort, but it doesn't help with positioning.
[20:59:16] <nooone> what's the problem with positioning if you have a fixed size?
[20:59:31] <dimitrovskif> I was using ScreenViewport, no way to have a fixed size
[20:59:40] <mobidevelop> dimitrovskif: don't use screenviewport
[20:59:51] <dimitrovskif> why?
[21:00:01] <nooone> "no way to have a fixed size"
[21:00:30] <dimitrovskif> So what should I use
[21:00:55] <nooone> try FitViewport (black bars) or FillViewport (parts of the screen will be cut off)
[21:01:04] <dimitrovskif> hm
[21:01:06] <Lecherito> this mobi seems a new one, with 100% more android
[21:01:10] <dimitrovskif> what do most games use?
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[21:01:39] <dimitrovskif> I don't know if it's magic or what, but most games don't have black bars
[21:02:34] <dimitrovskif> so assuming I want Screenviewport, I have to reposition all my sprites at resize() to make sure the game looks the same?
[21:02:35] <nooone> dimitrovskif: depends on the game, the most "advanced" viewport is probably ExtendViewport
[21:03:11] <nooone> dimitrovskif: you would also need to scale your sprites, not just reposition
[21:03:33] <dimitrovskif> nooone: it seems the viewport takes care of that?
[21:03:43] <dimitrovskif> at least while rotating my phone
[21:04:14] <nooone> not if you are using a screen viewport, a 10x10 sprite is bigger on a 100x100 screen, compared to a 200x200 screen
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[21:04:47] <dimitrovskif> hm
[21:05:00] <dimitrovskif> I need correct ratio I think only
[21:05:06] <dimitrovskif> so what do popular games use?
[21:05:13] <dimitrovskif> Like Fruit Ninja?
[21:06:12] <nooone> they don't use libgdx :D
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[21:06:25] <dimitrovskif> I mean, which principle, nooone
[21:06:43] <nooone> well, run it and see for yourself how it behaves
[21:06:48] <dimitrovskif> what would I have to do to make my game scale like Fruit Ninja, Flappy Bird, Angry Birds etc
[21:07:34] <nooone> I'd guess something like ExtendViewport
[21:08:16] <nooone> but that will result in you having to adjust some things, because you won't have a completely fixed size anymore
[21:08:34] <Kotcrab> my game scaled whatever resolution the device had to 800x480, which is probably not the best idea
[21:09:20] <nooone> not the best, but it results in 0 work and decent results on most devices
[21:10:56] <nooone> mobidevelop: are you familiar with the Http network stuff?
[21:11:01] <dimitrovskif> now I am completely confused
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[21:14:12] <nooone> wouldn't https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/net/NetJavaImpl.java#L137 need to URL encode the value?
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[21:14:35] <nooone> like ' ' -> '%20'
[21:16:25] <Scellow> haha that's why i love intellij http://imgur.com/COV5pMK
[21:16:51] <lxknvlk> try this solution
[21:17:00] <kojjootti2> I'am having trouble with applying forces or impulses to box2d-object
[21:17:05] <lxknvlk> dimitrovskif
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[21:17:07] <lxknvlk> http://tocrva.blogspot.com/2014/08/libgdx-supporting-different-screensizes.html
[21:17:16] <nooone> Scellow: and you cannot do that with eclipse?
[21:17:26] <kojjootti2> is there some kind of limit for a impulse/force -vector?
[21:17:28] <Kotcrab> Scellow: eclipse can do it too, it can even detect if one is missing
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[21:18:01] <nooone> kojjootti2: there is the 2m/tick hard limit
[21:19:07] <nooone> with 60 steps/s that's a maximum velocity of 120m/s
[21:19:16] <nooone> if 1m = 1px that's 120px/s maximum
[21:19:19] <nooone> which is not much
[21:19:57] <Scellow> nooone, i used to use eclipe, but i fell in love with intellij <3
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[21:23:23] <nooone> mobidevelop: I'm going to create a PR which will add something like Net.urlDecode(String) and Net.urlEncode(String), I need it and unfortunately... it's platform dependent :/
[21:24:25] <kojjootti2> nooone: thanks for your answer. I should scale down my game. Now I do scaling using cam.zoom(). Any cons in this way?
[21:25:32] <nooone> I'd scale down the viewport instead
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[21:32:42] <mobidevelop> nooone: gwt problematic again?
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[21:34:07] <Lecherito> No
[21:34:32] <jeffol> DO IT!
[21:34:48] <nooone> mobidevelop: there is java.net.UrlEncoder but GWT doesn't have java.net
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[21:36:32] <nooone> mobidevelop: I want to do POST requests with MIME type = application/x-www-form-urlencoded, thus I need to URL encode the content... I think the GET parameters also need to be URL encoded by default
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[21:43:21] <mobidevelop> nooone: I thought we had a utility to encode already
[21:44:07] <nooone> that would help me a lot, where is it? :D
[21:47:37] <nooone> oh and... what do I need to do to finally get rid of the eclipse errors in the libgdx gwt projects? it cannot find any GWT classes
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[21:56:03] <Lecherito> what could be the reason for a task (scheduled once and then canelled), to not be executed if isScheduled is true?
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[22:13:56] <lxknvlk> anyone had experience integrating pollfish surveys into an android project?
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[22:16:12] <Kotcrab> now scene2d.ui look like it should :D https://i.imgur.com/jjAadnR.gif
[22:17:06] <Lecherito> That skin seems neat :D
[22:17:52] <Kotcrab> it's not only the skin, I had to modify widgets too
[22:18:29] <Lecherito> do you want to be hired for creating a skin? I'd pay a huge sum (0$) :D
[22:19:12] <Kotcrab> I just copied the look from ModernUI
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[22:20:53] <Kotcrab> still have to do few more components
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[22:25:06] <Lecherito> Anyways, is pretty neat
[22:28:32] <Kotcrab> thanks :)
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[22:57:07] <evident> hi guys... is there a way to use spritebatch with a custom shader? Basically I have a class that implements Shader and I want to use SpriteBatch with that shader to render a screen filling rectangle... or is there another easy way for this?
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[23:04:25] <Scellow> evident: i think you could do it with ShaderProgram
[23:04:37] <Kotcrab> evident: are you looking for SpriteBatch#setShader(ShaderProgram shader) ?
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[23:05:07] <evident> hmm yeah I noticed that function, but is there a way to provide a whole shader? not just a shaderprogram?
[23:05:39] <Xoppa> https://github.com/mattdesl/lwjgl-basics/wiki/ShaderLesson1
[23:05:46] <Xoppa> at the bottom there's a libgdx example
[23:06:06] <Scellow> shaderProgram(vert,frag)
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[23:08:48] <evident> ahh ok thank you... :) I'll have a look at it
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[23:10:48] <indiepig> hey party people
[23:11:53] <jeffol> yo indi
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[23:19:07] <evident> why is there no unbind() method for a texture? How can i unbind it?
[23:20:32] <Xoppa> why would you want to unbind it?
[23:22:11] <evident> shouldn't I after I am done?
[23:23:39] <evident> nevermind :)
[23:23:51] <Xoppa> when you're done your application will close and the opengl context will be destroyed, including the texture handle
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[23:25:34] <evident> ok thx :)
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[23:51:01] <rottz> how can I add several different image files to a texture in runtime (with multiple pages)?
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[23:51:37] <rottz> I believe I could dynamically generate a pack file and load it
[23:51:45] <rottz> but certainly there’s an easier solution
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[23:51:49] <TEttinger> rottz, yeah, there's an API for texturepacker
[23:52:28] <TEttinger> it's tricky to do on your own because of the optimal packing that texturepacker does
[23:52:53] <rottz> I wish I could just .addRegion(FileHandle)
[23:52:57] <rottz> on the textureatlas
[23:53:02] <mobidevelop> PixmapPacker
[23:53:11] <TEttinger> some links here, rottz https://github.com/libgdx/libgdx/wiki/Packing-atlases-at-runtime
[23:53:18] <rottz> thanks!
[23:53:32] <TEttinger> they're exactly what mobidevelop said, just in more detail
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[23:53:55] <rottz> on my case the images are all equal/square, so it’s kinda easy to pack, I just dont know how to put them there on the texture
[23:54:06] <rottz> I will check the links and class (PixmapPacker), thanks again
[23:54:48] <TEttinger> no prob
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   October 27, 2014  
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