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   October 29, 2014  
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[01:00:12] <sinistersnare> hmmm Failed to install my apk on android launch :(
[01:00:59] <sinistersnare> 6th time in a row without changing anything is the charm i guess...
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[01:01:57] <mobidevelop> Way to break it sinistersnare
[01:02:45] <sinistersnare> mobidevelop, :( I decided to go full retard and am using absolute co-ordinates not controlled by a camera, so the UI is so messed up on android!
[01:02:54] <sinistersnare> tonight is UI handling overhaul night i guess!!!!
[01:03:44] <mobidevelop> Wow
[01:06:29] <sinistersnare> :D
[01:06:35] <sinistersnare> was a bad decision, wont be hard to correct
[01:07:00] <sinistersnare> i need to go to bed early, which is why the whole night is UI handling overhaul night
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[01:13:13] <sinistersnare> damn the thing is i just got an email for an app im writing from a professional UX guy and he had amazing ideas and i cant wait to implement them so im really excited and stuff
[01:19:27] <mobidevelop> Make nothing ever
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[01:27:42] <nickerly> hey guys, how do I set the width of a buttons to the same value?
[01:28:04] <nickerly> bascially, I want to all the buttons the width of the widest button
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[01:34:08] <nickerly> UniformX
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[02:02:27] <Charlot> Hi I just have a question right now... If I make a game using LibGdx and I sell the game on the app store, do I need to give my source of the game?
[02:02:48] <Charlot> Or I can't sell the game
[02:03:06] <Xoppa> no
[02:04:32] <Charlot> Because LibGdx is open source and on the opensource website, they say that if I Use something open source, I need to give my source of the game
[02:04:52] <Charlot> So I'm a little bit confuse
[02:05:02] <Cethos> You can even print the whole source out, use it as toilet paper and sell it to some crazy guy on the street without even telling him that it's libgdx.
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[02:05:47] <Xoppa> what's "the opensource website"?
[02:05:58] <Cethos> There are some licences that require that, such as GPL. But libgdx is Apache 2.0.
[02:06:29] <Charlot> http://opensource.org/faq#non-distribution
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[02:09:44] <Charlot> Ok I just found and you're right LibGdx it's appache and I dont have to give my source code
[02:09:45] <Charlot> Thanks
[02:09:47] <Xoppa> don't worry, you're good to go, but if you do make a million, you are expected to buy each of the core devs a beer
[02:10:34] <Charlot> Ahaha that's sure! :)
[02:11:08] <sinistersnare> buy me one too! (dont do that though)
[02:11:17] <Charlot> :)
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[02:11:43] <sinistersnare> but you should attribute libgdx in some sort of credits, thats always nice :)
[02:12:02] * Cethos notes 'buy some beer'
[02:13:24] <Cethos> You only ever get reminded of beer when you don't have any at home.
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[02:20:06] <cobolfoo> ohhh I have some
[02:20:09] <cobolfoo> I forgot about that, thank you
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[02:21:49] <sinistersnare> mobidevelop, https://github.com/libgdx/libgdx/pull/2515 :)
[02:22:34] <mobidevelop> !
[02:23:12] <mobidevelop> I rearrange things in pairs in applicationlistener
[02:23:32] <sinistersnare> yeah, i figure so, i can rearrange more if you want :p
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[02:23:51] <mobidevelop> Rearrange all the things
[02:23:53] <mobidevelop> Always
[02:24:08] <sinistersnare> if you have anything in mind...
[02:24:09] <Cethos> cobol: I heard it brings good luck to send beer to random devs in IRC channels. :)
[02:24:32] <sinistersnare> Cethos, ill take fancy non-alcoholic beverages :)
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[02:25:19] <sinistersnare> Is it possible to nest cameras in a screen?
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[02:25:43] <sinistersnare> hmm, maybe i just need to think of a different architecture
[02:26:12] <mobidevelop> Nest cameras?
[02:26:28] <Cethos> sinistersnare: I'll send you some Rivella then. Some Swiss beverage, it's not bad imo.
[02:26:35] <sinistersnare> yeah, like having 3 cameras on the screen each controlling a portion of the screen
[02:26:38] <sinistersnare> Cethos, wooooot
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[02:26:57] <sinistersnare> who needs alcohol, i can be 18 forever with your magic swiss drink of supposed not badness
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[02:27:53] <sinistersnare> i think i just need to do some math and then do positioning based on that
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[02:29:26] <Cethos> Yay, actually there are some rumors about it. I heard of ugly women who turned into clones of some of the most beautiful actresses after drinking it.
[02:30:09] <sinistersnare> this is great news!
[02:30:14] <sinistersnare> its like the fountain of youth
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[02:34:34] <Cethos> sinistersnare: Yeah, and this is the proof: http://soaktuell.ch/files/nws/previewImages/19358_Holland_DoutzenKroes_TV-Spot.jpeg - See, before drinking it, she was 68 years old and ugly as hell.
[02:34:47] <Cethos> You'll get one some day.
[02:35:04] <sinistersnare> damn, ok i want to go to Switzerland some day now.
[02:35:14] <sinistersnare> is that the girl from harry potter?
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[02:35:51] <Cethos> I don't think so, I don't know that girl. But in Switzerland all the women look like that.
[02:37:42] <Cethos> But beware, they're all 60 years old traps, and some day they will turn back into what they were before drinking Rivella.
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[02:39:52] <Cethos> In Switzerland we call that "Day Z".
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[02:43:38] <XTremEive> Hi there.
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[02:52:21] <Tann_> Oh man I just struggled for half an hour with a bug in my desktop .jar
[02:52:36] <Tann_> Turns out it was a capitalisation issue. Damn you windows for being case-insensitive arghhhh
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[03:03:27] <sinistersnare> Tann_, thats never fun :(
[03:03:32] <mobidevelop> !
[03:03:33] <sinistersnare> brb restart-computer time.
[03:03:44] <sinistersnare> mobidevelop, say you like my Pull request :(
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[03:06:16] <Tomski> sinistersnare, just a case of personal preference really
[03:06:22] <Tomski> I dont like implementing dispose or render
[03:06:53] <sinistersnare> Tomski...then what do you implement to render things?
[03:08:07] <mobidevelop> I have no preference one way or the other, if I am being honest sinistersnare
[03:08:18] <sinistersnare> damn
[03:08:26] <sinistersnare> well it was like 5 seconds of work, so im not too mad :p
[03:08:46] <Tomski> I use the most powerful rendering engine
[03:08:52] <Tomski> user imagination
[03:09:05] <sinistersnare> damn thats a great idea, Tomski. visionary.
[03:11:02] <sinistersnare> and my phone has decided to stop connecting to my computer :( damn shitty usb ports
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[03:13:21] <nick-airhead> has anyone deloyed a game with more than one langauge to google play?
[03:13:39] <nick-airhead> is there anything i need to do extra when I submit the game to let them know its translated in different langauges?
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[03:22:05] <dauntless26> Whats the best way to handle multiple people working on a libgdx project? Since android sdks are located in different directories on different machines?
[03:22:50] <Tomski> git
[03:23:01] <nick-airhead> https://github.com/libgdx/libgdx/wiki/Internationalization-and-Localization if your language is spanish on the system can libgdx use the spanish bundle?
[03:23:02] <Sadale> dauntless26: ^
[03:23:49] <dauntless26> Yes using git. One of my developers says its giving him a fail because it can't find the sdk.
[03:24:07] <Tomski> You've pushed a file that shouldnt have been pushed
[03:24:17] <Tomski> Dont commit any system specific files
[03:24:40] <dauntless26> I thought the generated git ignore took care of that
[03:24:50] <cobolfoo> someone know a quick way to make a scene2d button blink ?
[03:25:03] <cobolfoo> Using Actions I guess
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[03:25:33] <dauntless26> How do i know which ones are system specific@
[03:25:34] <Tomski> What is the actual error they are seeing?
[03:25:36] <dauntless26> ?
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[03:26:15] <dauntless26> +Miguel Hernandez So, I don't have any android stuff on my computer currently, so this seems to have happened. I'm not very familiar with gradle either, really.
[03:26:16] <dauntless26> FAILURE: Build failed with an exception.
[03:26:16] <dauntless26> * What went wrong:
[03:26:17] <dauntless26> A problem occurred configuring project ':android'.
[03:26:17] <dauntless26> > SDK location not found. Define location with sdk.dir in the local.properties file or with an ANDROID_HOME environment variable.
[03:26:17] <dauntless26> * Try:
[03:26:17] <dauntless26> Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
[03:26:17] <dauntless26> BUILD FAILED
[03:26:41] <dauntless26> Oi paste bin next time
[03:26:52] <Tomski> They haven't setup their dev environment correctly
[03:27:04] <Tomski> So get them to do what it says
[03:27:18] <Tomski> define ANDROID_HOME or create a local.properties file for the project
[03:27:26] <dauntless26> Ok. Will do
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[03:28:51] <nick-airhead> http://stackoverflow.com/questions/22888154/how-to-get-the-phone-language-with-libgdx <=== best method for langauge support?
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[03:32:14] <Tomski> nick-airhead, https://github.com/libgdx/libgdx/wiki/Internationalization-and-Localization
[03:32:42] <nick-airhead> Tomski: i posted that like about 15mins ago, it didnt have the answer
[03:32:49] <nick-airhead> i'll read it again incase i missed it
[03:32:56] <nick-airhead> *i posted that link
[03:33:29] <mobidevelop> I18NBundle uses the default Locale as far as I know
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[03:34:41] <nick-airhead> basically i have to tell it what langauge to use by default?
[03:35:41] <nick-airhead> FileHandle baseFileHandle = Gdx.files.internal("i18n/MyBundle");
[03:35:41] <nick-airhead> Locale locale = new Locale("fr", "CA", "VAR1");
[03:35:41] <nick-airhead> I18NBundle myBundle = I18NBundle.createBundle(baseFileHandle, locale);
[03:35:43] <nick-airhead> crap
[03:36:28] <nick-airhead> well i ment to post one line. it looks like the bundle is created using a specific locale
[03:36:33] <nick-airhead> in the wiki
[03:37:03] <mobidevelop> You don't have to pass in a Locale as far as I know
[03:39:17] <nick-airhead> thaks
[03:39:19] <nick-airhead> thanks
[03:39:34] <nick-airhead> basically the stackoverflow post is wrong
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[05:12:12] <cackling_ladies> is there some kind of file browsers built-in or quick to assemble? I remember someone mentioned swing
[05:12:19] <cackling_ladies> but that must be a joke I guess
[05:13:07] <TEttinger> swing's file browser is awful
[05:13:18] <TEttinger> and obviously won't work on android...
[05:13:34] <dermetfan> do you need one to select one or more files?
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[05:15:13] <cackling_ladies> no, I just need to choose a folder (not file, folder)
[05:15:28] <cackling_ladies> in android it goes straight to seek on the SD card I think
[05:16:05] <dermetfan> https://bitbucket.org/dermetfan/libgdx-utils/wiki/ListFileChooser or https://bitbucket.org/dermetfan/libgdx-utils/wiki/TreeFileChooser may help you
[05:17:00] <cackling_ladies> hmm, scene2d
[05:17:42] <cackling_ladies> can I somehow mix it with spritebatch?
[05:18:56] <dermetfan> uh, scene2d's stage uses a spritebatch to draw stuff
[05:19:55] <cackling_ladies> ok, good, so I can pass the spritebatch that I use to it, and it'd take care of the rest?
[05:21:18] <dermetfan> if by 'take care of the rest' you mean it will draw using it, I suppose yes
[05:22:32] <cackling_ladies> yeah that's what I meant, thanks
[05:22:51] <cackling_ladies> it doesnt use shape renderer? Wierd, I thought that's what it'd use to draw boxes & lines
[05:24:45] <dermetfan> scene2d only uses the shaperenderer for debug draw
[05:25:38] <cackling_ladies> how does it draw lines?
[05:26:20] <dermetfan> it doesn't simply draw lines
[05:26:29] <dermetfan> it draws background images etc
[05:27:17] <dermetfan> a UI only made out of lines would be pretty boring wouldn't it
[05:27:21] <cackling_ladies> https://bitbucket-assetroot.s3.amazonaws.com/repository/Kbgg7R/1437515962-TreeFileChooser.png?Signature=c2tYFgV3bNC3v6C2fN8Pqlpg8Aw%3D&Expires=1414558629&AWSAccessKeyId=0EMWEFSGA12Z1HF1TZ82
[05:27:37] <cackling_ladies> how does it draw those menu selection highlight and buttons?
[05:28:00] <cackling_ladies> and those black highlight around the - and + too?
[05:28:16] <dermetfan> all images in the skin
[05:28:44] <dermetfan> did you use scene2d yet?
[05:29:25] <cackling_ladies> i've never
[05:30:41] <dermetfan> oh, well I'd definitely recommend learning it if you want to create UIs
[05:31:28] <dermetfan> https://github.com/libgdx/libgdx/wiki/Scene2d and https://github.com/libgdx/libgdx/wiki/Scene2d.ui
[05:32:21] <cackling_ladies> I prefer to have my UI custom made
[05:32:39] <cackling_ladies> but this one is an excellent exception I think.
[05:33:13] <dermetfan> yeah, why reinvent the wheel
[05:33:13] <cackling_ladies> it's not like "select a file in your computer" could be drummed up to be immersive in any ways, shapes or form XD
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[05:34:27] <dermetfan> well I need to sleep now :D good night
[05:34:53] <cackling_ladies> thanks
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[05:54:30] <sinistersnare> hah! i was using the wrong kind of viewport :p there goes 10 minutes
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[06:22:53] <cackling_ladies> hey guys should I use reflection or should I make two identical classes with the difference is one using Gdx.files.internal() and the other Gdx.files.external()? :(
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[06:25:18] <LiquidNitrogen> why you need 2 different ones?
[06:26:03] <LiquidNitrogen> if internalFileExists load internal, else load external, else crash;
[06:27:57] <cackling_ladies> Base game "mod" is in internal. Mods are optionally loaded on top of it from external. They have the same file strucure within.
[06:28:16] <cackling_ladies> so the loading procedure is the same, with the exception of the file pointer.
[06:29:58] <LiquidNitrogen> i think you just need to make it so it can determine what filehandle to use, rather than make 2 different classes
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[06:32:30] <cackling_ladies> LiquidNitrogen, yeah so that's reflection :)
[06:32:57] <cackling_ladies> are you calling your loner ranger squad, LiquidNitrogen? XD
[06:34:29] <LiquidNitrogen> no im cooking dinner
[06:42:19] <cackling_ladies> LiquidNitrogen, would this do? http://pastebin.com/08GZh9hU
[06:43:28] <LiquidNitrogen> sorry, i only how know to make swirly colors
[06:44:25] <cackling_ladies> now is not the time to be humble :)
[06:46:41] <LiquidNitrogen> i know i appear very intelligent, but thats not the case
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[07:03:02] <cackling_ladies> LiquidNitrogen, alternatively I could split it like this http://pastebin.com/CTGn1bwr
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[07:03:47] <LiquidNitrogen> cackling_ladies: umm i dont know whats better
[07:04:39] <ollipekk1> does anyone have an idea whether pooling & reusing box2d bodies is a good idea?
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[08:11:14] <cackling_ladies> http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/Application.ApplicationType.html#HeadlessDesktop
[08:11:18] <cackling_ladies> what does it mean?
[08:11:58] <dauntless26> Any idea why box2d bodies are stuttering in android?
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[08:14:36] <dauntless26> A few frames before and after a collision
[08:14:43] <sinistersnare> cackling_ladies, https://github.com/libgdx/libgdx/pull/1166
[08:14:57] <sinistersnare> actually this https://github.com/libgdx/libgdx/pull/1018
[08:15:42] <cackling_ladies> I still dont get it
[08:15:48] <cackling_ladies> so like, visualess?
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[08:16:05] <sinistersnare> yes
[08:16:09] <sinistersnare> so think servers
[08:16:25] <sinistersnare> servers dont need to visualize anything, just process
[08:16:53] <sinistersnare> and people like the libgdx API and want to have their client and server in LibGDX, so there is a headless server backend, and a visual client backend (any other)
[08:18:06] <cackling_ladies> basically use a graphics engine to not draw anything
[08:18:47] <cackling_ladies> https://www.youtube.com/watch?v=9CS7j5I6aOc
[08:19:21] <sinistersnare> libgdx is not a graphics engine
[08:19:25] <sinistersnare> its a game framework
[08:19:36] <sinistersnare> there are graphical capabilities in libgdx though
[08:19:49] <sinistersnare> its kind of like how javascript is a web client language
[08:19:56] <sinistersnare> but some evil people made Node
[08:20:03] <sinistersnare> and now we have serverside JS for some reason
[08:20:09] <sinistersnare> except its a good idea for libgdx :p
[08:20:16] <sinistersnare> i just hate javascript
[08:21:14] <cackling_ladies> I dont think you need to say that you hate javascript
[08:21:18] <TEttinger> yeah, cackling_ladies, it's for multiplayer games so you can swap stuff like libGDX Array classes and other optimized collections over the wire
[08:21:19] <cackling_ladies> it's the default view of everyone
[08:21:34] <XTremEive> don't hate Javascript... Javascript is cool.
[08:21:36] <sinistersnare> cackling_ladies, haha, i had a job once and worked with a lot of web devs
[08:21:38] <sinistersnare> who hate JS
[08:21:43] <sinistersnare> i mean dont hate
[08:21:46] <sinistersnare> XTremEive, hahaha funny
[08:21:50] <TEttinger> and other things, probably
[08:22:13] <sinistersnare> weakly typed, variable arity of EVERY function, poor scoping rules, useless workarounds
[08:22:17] <cackling_ladies> XTremEive, wow that's totally rad man.
[08:22:40] <sinistersnare> i dont mean to hate you you XTremEive, just i get very mad at JS :(
[08:22:49] <sinistersnare> it was programmed in 10 days.
[08:23:07] <XTremEive> It's cool. I just love programming. So I tend to not hate language, they all have their own strength.
[08:23:49] <sinistersnare> the strengths of JS are easily overtaken by languages like TypeScript, Dart, CoffeeScript, etc.
[08:23:52] <sinistersnare> ClojureScript
[08:24:23] <sinistersnare> ok well, im done hating javascript, time to sleep
[08:24:23] <XTremEive> I like CoffeeScript too.
[08:24:33] <sinistersnare> well, done for now... goodnight yall
[08:24:41] <XTremEive> 'night!
[08:26:04] <XTremEive> Well... It's morning for me so...
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[08:27:20] <dauntless26> It makes no sense. In getting 60fps on android but the body is stuttering when it moves.
[08:27:27] <dauntless26> Im*
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[08:42:22] <cackling_ladies> dauntless26, you mean your time keeping is not working correctly?
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[08:44:01] <dauntless26> Im using a fixed time step.
[08:45:04] <cackling_ladies> dont use fixed time step. If for some reasons your frame rate destablize, it get visually obvious.
[08:45:46] <LiquidNitrogen> at least make it skip a frame draw if it needs to catch up
[08:46:39] <dauntless26> Explain please
[08:47:15] <dauntless26> How should i handle the world.step method?
[08:48:22] <cackling_ladies> you track time and for every x amount of time progressed, step your world.
[08:48:31] <cackling_ladies> then render based on the amount of steps you have made.
[08:49:13] <cackling_ladies> then it doesnt matter if it's running on 5, 30 or 60FPS, the rate of animation remain stable
[08:49:47] <dauntless26> Ok. How do i convert that into a time step?
[08:49:54] <dauntless26> Example?
[08:50:41] <LiquidNitrogen> i just do a simple check to see if its too long since the last update, and if it is, i call updateWorld() twice.
[08:51:05] <LiquidNitrogen> thats not a giid idea, but it solves most of the problem most of the time
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[08:51:35] <dauntless26> Who owns update world?
[08:52:05] <dauntless26> Which class is that?
[08:53:16] <dauntless26> Cause the only way i know of updating the world is through the step method. And that requieres a time step
[08:53:38] <cackling_ladies> dauntless26, example http://pastebin.com/CugqHKfK
[08:55:55] <LiquidNitrogen> updateWorld() is my own custom creation
[08:56:38] <dauntless26> Um that is confusing cackling
[08:57:03] <cackling_ladies> sure, which bit is confusing to you?
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[08:57:57] <dauntless26> First of all i had never heard of 1_000_000_000 until right now. Lol so that threw me off
[08:58:13] <cackling_ladies> you can use _ so it's easier to read big numbers
[08:58:19] <cackling_ladies> it's discarded by the compiler
[08:58:39] <cackling_ladies> it's the same as 1000000000
[08:58:44] <dauntless26> Interesting and useful
[08:58:45] <cackling_ladies> but then how many zeroes is that? :)
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[08:59:56] <dauntless26> Next what value am i supposed to get and pass into the world.step method
[09:00:52] <cackling_ladies> I dont. I call my world.step which is screen.process the amount of times it need to run
[09:01:09] <cackling_ladies> what number do YOU normally give your world.step?
[09:01:33] <dauntless26> 1/60f
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[09:02:22] <cackling_ladies> okay well, I handle animation in a seperate stage. Animation track the start time of the animation by itself
[09:02:38] <cackling_ladies> then compare it with EnvParam.aniTime to see how much of that animation have been completed.
[09:02:43] <dauntless26> There's no animation involved yet
[09:02:59] <dauntless26> It's just the movement
[09:03:43] <cackling_ladies> ok If I to track time for any reasons, I refer to EnvParam.timePerFrame directly
[09:03:49] <cackling_ladies> so it's 1/60f still.
[09:04:27] <dauntless26> But isn't there some quick math i can do with gdx.graphics.getdeltatime ?
[09:05:27] <cackling_ladies> the problem with getdeltatime is that it's not synced with System.nanoTime and you cannot use it to determine the start time.
[09:05:39] <LiquidNitrogen> you can just add delta time to a timeElapsed float. and if its > 1/60 then update world and reset timeElapsed
[09:05:43] <cackling_ladies> with System.nanoTime you can, and I've been using it already so I saw no reason to improve.
[09:06:23] <dauntless26> I'm so confused.
[09:06:25] <LiquidNitrogen> (dont listen to my advice by the way)
[09:06:32] <dauntless26> Ok thank you guys
[09:06:40] <cackling_ladies> if you want to use deltatime then your start time need to be zero
[09:06:52] <dauntless26> I'm gonna sit with this info until my retarded brain understands it
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[09:07:34] <dauntless26> I thought world took care of all that
[09:08:02] <dauntless26> I trusted in this world and it has led me astray
[09:08:16] <cackling_ladies> world took care of what?
[09:09:45] <LiquidNitrogen> world is only out to get you
[09:12:02] <dauntless26> Fuck the world
[09:12:25] <cackling_ladies> http://tvtropes.org/pmwiki/pmwiki.php/Main/EverythingTryingToKillYou
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[09:12:58] <nems808> Does anyone have GameCenter working on iOS 8 ???
[09:13:50] <nems808> It works fine on older iOS versions but when I call login() method using the latest GameCenter binding nothing happens on iOS 8. iOS 6 i 7 work fine
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[09:35:52] <LiquidNitrogen> tv tropes looks like a bottomless pit
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[09:38:11] <cackling_ladies> this should be a simpler digest https://www.youtube.com/watch?v=r-JMKqKFoPc
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[11:19:44] <InspiredNotion> Hello
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[11:25:28] <log`> Hi there..
[11:26:33] <Scellow> Hey
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[11:58:23] <Cotillion> Hello
[11:58:30] <Cotillion> I have done google -> compile stuff
[11:58:36] <Cotillion> and when I run the html file all I get is a refresh button
[11:58:41] <Cotillion> nothing happens
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[12:03:10] <InspiredNotion> have you loaded it to a server?
[12:03:29] <Cotillion> InspiredNotion: I thought you can just open it in the browser? it says if you don't have server side stuff, it's just js
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[12:04:47] <InspiredNotion> haven't compiled for a while but i think it had to be loaded to server.. i have just compiled the project i am working on.. successfully compiled but not working locally.. will load it to my server and test one mo.
[12:05:28] <Cotillion> so you need a server with say, tomcat?
[12:05:30] <Cotillion> to run java stuff?
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[12:07:12] <InspiredNotion> webhosting server.. i've got a really basic basic $1.70 per month hosting
[12:07:24] <InspiredNotion> or somthing along those price lines
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[12:07:51] <InspiredNotion> well lets see if it work online
[12:11:25] <InspiredNotion> works fine apart from that i havent set the sizes correct
[12:11:36] <InspiredNotion> http://inspirednotion.com/game/index.html
[12:12:16] <InspiredNotion> hope that helps
[12:12:38] <Cotillion> InspiredNotion: do you have a normal server? or one that does java stuff?
[12:12:50] <nooone> "javastuff"
[12:13:07] <nooone> if you want to run a libgdx game in a browser, it gets compiled to javascript
[12:13:10] <InspiredNotion> normal webserver i hate the hosting company but if you need cheap cheap hosting you can try these people justhost.com
[12:13:45] <Cotillion> nooone: and why does it need a server? you can run local files for testing
[12:13:54] <nooone> yeah, you can
[12:13:57] <Cotillion> I don't need a server to test my local files
[12:14:04] <Cotillion> I run my hand-made js games in my browser
[12:14:08] <Cotillion> without a server
[12:14:34] <nooone> if you want others to play your game, you need a server though
[12:14:45] <nooone> but even dropbox is okay
[12:14:58] <InspiredNotion> didn't know you could run it from dropbox
[12:15:01] <Cotillion> It is just for testing
[12:15:18] <nooone> just put it in the public droptbox folder and share the link, done
[12:15:30] <nooone> just don't share it too much :D
[12:15:32] <InspiredNotion> learn something everyday..
[12:15:37] <InspiredNotion> lol
[12:16:57] <Scellow> https://www.digitalocean.com/pricing/
[12:17:01] <Scellow> good plan for 5$ a month
[12:17:10] <Cotillion> all I am asking is why isn't my game working in my browser?
[12:18:10] <Scellow> https://www.digitalocean.com/?refcode=ac20e4fc86d7 my referal link if you want :3
[12:18:45] <InspiredNotion> not sure.. mine doesn't either.. but i think , if i remember correctly you have to test it from in eclipse.. dont quote me on this though
[12:18:46] <nooone> Cotillion: did you follow the steps in the wiki?
[12:18:59] <Cotillion> nooone: it jus says to compile
[12:19:02] <Scellow> and 10$ free for your first server with this coupon ALLSSD10
[12:19:13] <nooone> Cotillion: are you using gradle?
[12:19:23] <Cotillion> nooone: yes, with eclipse, I will try again
[12:19:38] <Cotillion> does digitalocean work for European countries Scellow ?
[12:19:46] <nooone> https://github.com/libgdx/libgdx/wiki/Gradle-on-the-Commandline#packaging-for-the-web
[12:19:57] <nooone> I'd try this, without eclipse
[12:20:00] <Scellow> Cotillion: yeah they have European located servers
[12:20:40] <Cotillion> Scellow: I mean if they support clients there, due to laws and stuff
[12:20:55] <Cotillion> also the wiki says to export a jar you should do right click eclipse
[12:21:00] <Cotillion> isn't there a build script for grandle?
[12:21:19] <Cotillion> ah nvm it is already mentioned there
[12:21:25] <Scellow> Cotillion: Hmm i don't really know about that sorry
[12:21:29] <Cotillion> thank you nooone I will investigate this later
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[12:21:34] <log`> I've used these before for VPS services, they have excellent support and fair prices: https://www.hosteurope.de/en/
[12:21:47] <Cotillion> well I am just testing stuff, won't buy a server now
[12:22:41] <Scellow> Cotillion: you can still get a free one with amazon, low perf for still free, i'll find the link hold on
[12:22:57] <log`> if it's all static content you can host it for free on github pages
[12:23:02] <Scellow> http://aws.amazon.com/vpc/
[12:23:14] <Cotillion> well my basic question was not that I can't setup a local server, just if it needs server stuff, like ajax, maybe run java jars etc
[12:23:17] <Cotillion> cause to me it wouldn't
[12:23:19] <Cotillion> thank you Scellow
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[12:46:25] <Lecherito> digital ocean seems awesome for me
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[12:46:41] <Lecherito> and I got the free 100$ for grabbing the github student pack
[12:47:29] <Lecherito> so even better :p
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[13:10:04] <log`> Do any of you use any sort of tools for project management? I've been reading about using GitHub's issue tracker with milestones to sort of guide development of larger projects. Right now I'm using Trello and either I just don't get it or it's not very useful to me.
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[13:11:35] <Ashiren> in my work we use assembla
[13:11:50] <log`> I'll look into that, thanks :)
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[13:12:24] <log`> hmm looks sort of like the thing I was looking for.
[13:17:57] <log`> gitlab looks like a nice open source alternative to github..
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[13:19:30] <Ashiren> isnt github open source?
[13:20:49] <log`> not the platform software itself
[13:23:37] <duffx> hey
[13:23:38] <duffx> how does window.setBackground(); work ?
[13:23:38] <duffx> I cant use a sprite or a texture on it, so what should I use?
[13:23:38] <duffx> make the change on the .json file?
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[13:25:33] <XTremEive> log` what do you hope to get from "project management"?
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[13:26:34] <log`> XTremEive: just a way for me to structure my progress a little bit, so I know what I want to do and where I want to go, and can see concrete progress
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[13:27:38] <log`> I find that often I do a bunch of work and don't really notcie how much I was able to create and learn, then I jump on to the next thing
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[13:28:00] <log`> I get distracted very easily so it's good for me to be able to follow some sort of plan
[13:28:53] <XTremEive> Then keep using Trello. (no kidding), Not wasting your time on "selecting" your project management software will be already a huge step in the right direction.
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[13:29:46] <XTremEive> Of course there are many alternatives. (Depending on tools, methodology and stuff) but what you are looking for is "discipline" and no tool can provide that.
[13:30:09] <log`> well, no tool can teach you discipline, but some tools can help you focus.
[13:30:21] <log`> trello seems to just be consistently getting in my way, so at this point i'd pretty much rather use nothing than trello
[13:30:49] <XTremEive> Why not start with pencil and paper? And start small.
[13:31:14] <log`> also I'm doing this work for myself, not an employer, and I'm not under any kind of deadline. So if I see fit to research possible tools that might aid me in structuring my workflow, it's a priority that I set because I see a potential benefit from it.
[13:31:16] <XTremEive> Just write "Today I'm going to finish this god damn graph drawing algorithm" and slap yourself very hard if you didn't.
[13:31:27] <log`> Maybe you can work off of a pile of post-it notes but that doesn't work very well for me.
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[13:31:44] <XTremEive> Not "a pile" just one.
[13:31:48] <log`> Also, it might be handy to be able to use an issue tracker in case I ever have to collaborate with someone else on a piece of software.
[13:31:54] <log`> Thank you for your input.
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[13:33:22] <XTremEive> Ok I tried: Trello, Jira, Bugzilla, Github, Project, Pivotal Tracker, Redmine, Fogbuz, YouTrack, ...
[13:34:05] <log`> and all you were able to come up with for advice was: "You need discipline."
[13:34:17] <XTremEive> But remember it's always People then process and finally tools.
[13:37:15] <dauntless26> Nah, people come last
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[13:40:20] <XTremEive> Oh and add versionone and icescrum.
[13:48:48] <mk1> does the XmlWriter somehow support writing comments?
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[15:14:28] <Ange_blond> Hi guys, please do you know what changes where done on 1.4.2-snapshot concerning the depth test ? I kno have z-fighting I didn't had before
[15:16:19] <cackling_grandma> I'm sure libgdx doesnt interfere with out opengl does its depth test
[15:16:24] <cackling_grandma> with how*
[15:17:24] <mk1> Ange_blond: check the CHANGES file?
[15:17:55] <Ange_blond> I'm in the git-master making a review, but it does not cost anything to ask
[15:19:38] <Ange_blond> and you're right, nothing related.... I'll continue debugging that. thanks whatever
[15:19:52] <nooone> thanks *anyway
[15:20:05] <Ange_blond> **anyway >_< yes
[15:20:17] <cackling_grandma> freudian slip!
[15:20:28] * Ange_blond taking a redbull
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[15:21:21] <Ange_blond> just bad english from a french guy ;)
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[16:09:26] <rgr> hmm none of the github hosted libgdx demos import into intellj 14 properly.
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[16:12:33] <Ange_blond> You need to use eclipse to run demo and tests AFAIK
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[16:13:57] <rgr> no you dont
[16:14:16] <rgr> its specifically documented for intellij
[16:14:55] <rgr> but gradle versions are wrong and then an error : use: org/codehaus/groovy/runtime/typehandling/ShortTypeHandling
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[16:34:57] <mapintosh> hello !
[16:35:14] <mapintosh> I'm currently using the json part of libgdx
[16:35:19] <mapintosh> it's very useful
[16:35:30] <mapintosh> just one question : how to load Map ?
[16:36:34] <Ange_blond> a map is nothing more than an array of pairs, maybe there is something to try in that direction
[16:36:57] <Ange_blond> (sure there is no map reader/writer ? )
[16:37:37] <mapintosh> there is a map writer
[16:37:51] <mapintosh> json.writeValue, and works very well
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[17:25:03] <tom225> i have problem with androidinput pointer id lookup failed and bunch of numbers ,and my game lags for moment and i dont know what cause this exception
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[17:27:38] <Ashiren> be more specific
[17:27:44] <Ashiren> pastebin your code and/or error
[17:27:52] <Ashiren> and be more descriptive
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[17:28:34] <InspiredNotion> you having issues with input?
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[17:31:05] <tom225> yep using inputprocessor , touchdown tochup , touchdragged to dragged items in game but sometimes happen this exception
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[17:31:45] <tom225> paste code in minute
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[17:35:33] <tom225> http://pastebin.com/P5JKVcT4
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[17:36:47] <Ashiren> what exception
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[17:40:09] <tom225> https://github.com/StingerAJ/libgdx-current/blob/master/backends/gdx-backend-android/src/com/badlogic/gdx/backends/android/AndroidInput.java at line 643
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[17:41:36] <jackarius86> hi does anyone know whats going wrong with my logic where negative numbers are being confused with positive numbers? is there a common problem when using Vector3/float logic?
[17:43:06] <Ashiren> tom225: do you test on multitouch? what device?
[17:44:05] <tom225> samsung galaxy s2
[17:44:37] <tom225> android 4.1.2
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[17:47:43] <Ashiren> hmm
[17:47:48] <Ashiren> i dont know what could be the cause
[17:47:50] <Ashiren> sorry
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[17:54:26] <rgr> jackarius86: code? people dont have a crystal ball to see your "logic" which confuses postive and negative numbers.
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[18:28:47] <Charlot> @tom225 I don't have problem with my touch input with Vector 3 on My samsung s2. Maybe your touch input coordinate are not the same as you x,y coordinate of your game
[18:29:00] <Charlot> @Jackarius**
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[18:37:42] <kalle_h> hello
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[18:37:56] <cobolfoo> hi
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[18:44:46] <kalle_h> Added support for per pixel motion vectors and its so usefull for many things
[18:45:43] <kalle_h> motion blur and better temporal reprojection for ssao, screenspace reflections, godrays, antialiasing
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[18:59:48] <maximtwo> kalle_h, please don't got overboard on motion blur
[18:59:54] <maximtwo> or atleast make it toggleable
[18:59:59] <maximtwo> motion blur is the worst
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[19:00:22] <maximtwo> i tried watching someone play sunset overdrive yesterday on twitch
[19:00:28] <maximtwo> i got dizzy in literally 2 seconds
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[19:01:03] <kalle_h> Motion blur need to be subtle and physical based to look good
[19:01:20] <maximtwo> it can look amazing, it makes people physically sick
[19:01:34] <kalle_h> I have seen some crazy shit like shutter speed be slower than frame time
[19:02:39] <kalle_h> No one complain motion blur in movies this kind of quality is where I try to aim
[19:02:39] <maximtwo> im getting dizzy just thinking about it
[19:03:14] <maximtwo> i think its the combo with not having a steady camera that makes it worse
[19:03:40] <maximtwo> if you need someone to test sensitivies im your man
[19:03:42] <cobolfoo> I liked the way arma 2/3 used motion blur when you move your mouse too fast to turn
[19:04:19] <kalle_h> I probably also test using motion vectors just from actual motion without camera movement
[19:04:52] <kalle_h> but its bit tricky because I need exact motion vectors for temporal reconstruction
[19:05:52] <maximtwo> easy, just make everything move in the same direction always
[19:07:45] <cobolfoo> hey maximtwo, are you working on something?
[19:07:59] <maximtwo> in general or right now?
[19:08:04] <cobolfoo> in general
[19:08:25] <maximtwo> yeah, banging my head against the wall trying to make my stupid blob game fun
[19:08:33] <maximtwo> but mobile controls are the bane of my existence
[19:08:49] <cobolfoo> have you a link or something to show?
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[19:09:43] <maximtwo> ill send you a link in private
[19:09:50] <cobolfoo> thank you
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[19:13:57] <kalle_h> gotta go. see ya
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[19:30:09] <kojjootti2> is there way to set angle of particles
[19:30:27] <kojjootti2> or the emitters angle
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[19:55:51] <InspiredNotion> are you using the particle editor?
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[19:57:43] <kojjootti2> yes. but i need set initial angle
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[19:59:39] <InspiredNotion> have you check this out http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/g2d/ParticleEmitter.html
[19:59:51] <InspiredNotion> brb 5
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[20:08:44] <kojjootti2> ok. i see. Now I'am trying to get ContactImpulse's angle to input for ParticleEmitter
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[20:33:20] <manui> hi hi
[20:34:00] <manui> question : can we use the ui element List and accept only one selection at a time ?
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[20:35:28] <dermetfan> manui: isn't that the default behavior? if not: list.getSelection().setMultiple(false)
[20:35:33] <megasoft78> hi everyone
[20:36:25] <InspiredNotion> hi
[20:36:41] <megasoft78> any WebGL expert? I'm still trying to make libgdx working on Windows Phone 8.1 :8
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[20:39:38] <InspiredNotion> ooh aah good luck.. not my cup of tea
[20:40:16] <Tomski> megasoft78, did you get any further?
[20:40:25] <megasoft78> @Tomski, no :(
[20:40:38] <megasoft78> I'm trying to understand what exactly does vertexAttribPointer
[20:40:53] <Tomski> why?
[20:41:14] <manui> @derm@dermet > argh yes, it was my bad
[20:41:19] <megasoft78> INVALID_OPERATION: vertexAttribPointer: Enum UNSIGNED_BYTE is not currently supported
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[20:41:31] <Tomski> megasoft78, what did you change?
[20:41:40] <Tomski> That wasnt the error you posted yesterday
[20:41:44] <megasoft78> I didn't change anything
[20:42:00] <megasoft78> the issue about shaders is fixed
[20:42:09] <megasoft78> I need now to fix this
[20:42:21] <manui> @dermet for disturbing :)
[20:42:25] <manui> bye guys !
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[20:42:30] <Tomski> So you can load textures and draw correctly megasoft78 ?
[20:42:43] <megasoft78> @Tomski, no
[20:42:50] <Tomski> So its not fixed :P
[20:42:54] <megasoft78> it draw just the red rectangle
[20:43:18] <megasoft78> the previous issue about shaders is fixed
[20:43:23] <megasoft78> it's not crashing anymore
[20:43:25] <Tomski> I think you've just hidden it
[20:43:32] <megasoft78> no
[20:43:42] <megasoft78> http://pastebin.com/AhcUGn2f
[20:43:48] <megasoft78> check what I did
[20:44:02] <megasoft78> I did fix the MACRO issue
[20:44:30] <megasoft78> can you see it?
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[20:46:22] <megasoft78> @Tomski, it's not crashing in that MACRO anymore but it's crashing on vertexAttribPointer
[20:50:50] <megasoft78> @Tomski, https://connect.microsoft.com/IE/feedback/details/814134/ie11-webgl-vertexattribpointer-only-support-the-type-float
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[20:55:12] <Azazel_> 'sup
[20:55:47] <Azazel_> so I got a bunch of colors from a friend
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[20:56:16] <Azazel_> that I'm trying to put in my game. They are in HEX format, such as 85F07F
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[20:57:19] <Azazel_> and the Color class has a constructor that says public Color (int rgba8888)
[20:57:22] <mobidevelop> Color.valueOf(hexString)
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[20:58:00] <mobidevelop> Or use 0x85F07FFF
[20:59:35] <Azazel_> thanks, that did it
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[21:00:04] <Azazel_> so basically my numbers are RGB without alpha
[21:02:38] <Azazel_> alpha is used for opacity in libgdx?
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[21:03:50] <Azazel_> prolly. it says on wikipedia that it's *normally* used as an opacity channel. So I guess it sometimes has other uses, which is why I'm asking
[21:05:11] <Tomski> megasoft78, Id probably work my way up just using raw gl through Gdx.gl
[21:05:36] <megasoft78> @Tomski, what do you mean?
[21:06:04] <maximtwo> create your own sprite batch
[21:06:11] <maximtwo> a basic one is like 50 lines of code
[21:06:13] <Tomski> And I assume those bug reports are for the desktop version of IE only
[21:06:20] <Tomski> So they arent that helpful
[21:06:32] <megasoft78> @Tomski, not
[21:06:33] <Tomski> Doing things from scratch would give you a better idea of what is supported on the mobile app
[21:06:39] <megasoft78> they are Windows Phone 8.1 only
[21:06:58] <megasoft78> it's perfectly working on Desktop
[21:07:05] <megasoft78> it's not working on Windows Phone 8.1
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[21:07:13] <megasoft78> I tested on Lumia 520
[21:07:23] <Tomski> I know....
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[21:07:44] <Azazel_> aight then
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[21:09:48] <Tomski> That bug report doesnt give any indication that it was fixed for the mobile version megasoft78
[21:11:01] <megasoft78> @Tomski, it's not fixed. We need to find a workaround
[21:11:08] <megasoft78> but probably it's not so easy
[21:11:09] <megasoft78> :(
[21:11:14] <Tomski> Which is why im saying, start from the bottom up
[21:11:24] <megasoft78> ok
[21:12:56] <maximtwo> megasoft78, just draw a textured triangle using raw opengl
[21:14:01] <maximtwo> i'm pretty sure it's the shader binding code because thats what glVertexAttribPointer does, im not sure where the unsigned ints are coming from though since mesh vertices are all specified as floats
[21:15:31] <megasoft78> maximtwo, I can try but I need to learn WebGL as I don't know that much about it :(
[21:15:34] <maximtwo> unless you're doing something with a custom Mesh
[21:15:44] <maximtwo> it's no different than standard opengl
[21:16:07] <megasoft78> maximtwo, any tutorial available on internet?
[21:16:21] <maximtwo> http://opengl-tutorial.org/
[21:16:51] <megasoft78> ok
[21:16:55] <megasoft78> let me try
[21:17:04] <Xoppa> spritebatch uses packed colors (which is GL_BYTE or GL_UNSIGNED_BYTE or something a like) so you won't be able to use spritebatch i guess
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[21:17:25] <Xoppa> you could use meshbuilder, which allow Usage.ColorUnpacked
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[21:18:18] <megasoft78> @Xoppa, you mean I can't fix libgdx for Windows Phone 8.1?
[21:18:38] <megasoft78> I don't see how can I use libgdx without SpriteBatch
[21:19:29] <maximtwo> megasoft78, i can show you how to modify spritebatch if you'd like
[21:19:39] <maximtwo> but i dont think libgdx itself is going to make that change
[21:19:53] <Xoppa> if microsoft didnt implement vertex attributes other than float, then they might as well havent implement it at all
[21:19:54] <megasoft78> maximtwo, I want to make it work
[21:20:36] <megasoft78> I just want to make my games working on Windows Phone 8.1
[21:20:36] <maximtwo> megasoft78, https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/SpriteBatch.java#L95
[21:20:39] <Xoppa> i guess you could unpack it manually in the shader
[21:20:50] <maximtwo> see where it says Usage.ColorPacked
[21:21:11] <maximtwo> Xoppa, the issue is the call to glVertexAttribPointer
[21:21:12] <megasoft78> maximtwo, yes
[21:21:14] <maximtwo> it wouldnt get that far
[21:21:31] <megasoft78> what should I do?
[21:21:34] <Xoppa> maximtwo, ow, i thought the issue was that gl_unsigned_byte isnt implemented?
[21:21:39] <maximtwo> change that to Usage.Color
[21:21:42] <maximtwo> then in all the draw methods
[21:21:46] <maximtwo> instead of specifying one float
[21:21:50] <maximtwo> specify 4 floats
[21:21:58] <maximtwo> for the color of the vertices
[21:22:17] <megasoft78> ok, let me try
[21:22:23] <Xoppa> its probably quicker to specify a custom vertex attribute
[21:22:35] <Xoppa> otherwise you have to modify all the color packing code
[21:22:49] <Xoppa> *not sure if that involves alot btw
[21:22:59] <maximtwo> Xopaa, i could be wrong "INVALID_OPERATION: vertexAttribPointer: Enum UNSIGNED_BYTE is not currently supported" i assumed that was caused from the method call
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[21:23:17] <megasoft78> maximtwo, yes that's the issue
[21:23:38] <Xoppa> yes, so the issue is that gl_unsigned_byte isn't implemented
[21:24:05] <maximtwo> yeah, by changing to Usage.Color and supplying 4 floats for each vertex color should get around that right Xoppa?
[21:24:29] <Xoppa> yeah but its probably easier to just keep it packed and unpack it in the shader
[21:24:55] <Xoppa> just change ColorPacked to Generic and 4 to 1
[21:25:12] <maximtwo> makes sense
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[21:25:45] <megasoft78> guys, I sorry. Could you please explain to me what to do?
[21:25:55] <megasoft78> I'm a bit confused now
[21:26:21] <Xoppa> Change new VertexAttribute(Usage.ColorPacked, 4, ShaderProgram.COLOR_ATTRIBUTE) to new VertexAttribute(Usage.Generic, 1, ShaderProgram.COLOR_ATTRIBUTE)
[21:26:55] <Xoppa> next you'll have to fix the shader, but that change alone should get it compiled at least
[21:27:36] <megasoft78> How should I change the shader?
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[21:29:26] <Xoppa> in vertex shader change + "attribute vec4 " + ShaderProgram.COLOR_ATTRIBUTE + ";\n" to "attribute float " + ShaderProgram.COLOR_ATTRIBUTE + ";\n"
[21:29:42] <megasoft78> ah ok
[21:29:45] <megasoft78> just that?
[21:30:02] <maximtwo> you'll still need to unpack it
[21:30:15] <maximtwo> i'm sure xoppa has the code for that lying around somewhere in his 3d api
[21:30:31] <Xoppa> yeah here it is https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/default.fragment.glsl#L80
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[21:32:02] <megasoft78> ok, let me try to do it
[21:32:10] <Xoppa> i think it would be something like v_color = vec4(a_color, fract(a_color * 255.0), fract(a_color * 65025.0), fract(a_color * 160581375.0));
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[21:32:50] <Xoppa> probably not correct, would have to check it
[21:33:01] <megasoft78> @Xoppa, where should I put this?
[21:33:16] <Xoppa> but in general it should compile, if you set v_color = vec4(1.0); it should work (without tinting)
[21:34:04] <Xoppa> megasoft78, change " v_color = " + ShaderProgram.COLOR_ATTRIBUTE + ";\n" to " v_color = vec4(1.0);\n"
[21:34:18] <megasoft78> ok
[21:34:37] <megasoft78> @Xoppa, because it seems super easy for you to do these things
[21:34:53] <megasoft78> could you commit the changes somewhere on github?
[21:35:30] <Xoppa> no, we need gl_unsigned_byte, this is just a quick work around for testing
[21:35:49] <megasoft78> @Xoppa, I mean just a temporary changes
[21:36:01] <megasoft78> I don't mean to commit in the main repository
[21:36:16] <megasoft78> just fork libgdx on your account and apply the changes
[21:36:38] <megasoft78> is that possible?
[21:36:40] <Xoppa> it are three changes which i literally explained
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[21:36:55] <megasoft78> ok, let me try to do them
[21:37:07] <megasoft78> I'm downloading 1GB libgdx code at the moment...
[21:38:15] <megasoft78> I'll try it and let you know :)
[21:38:30] <maximtwo> you should really just copy/paste teh spritebatch code into a new class
[21:38:33] <maximtwo> SPriteBatch2
[21:38:47] <maximtwo> that way you dont have to build from source
[21:39:12] <maximtwo> atleast while you have our attention
[21:39:18] <megasoft78> maximtwo, is everything just in spritebatch?
[21:39:26] <megasoft78> let me try
[21:39:43] <maximtwo> well you'd have to change your game to use SpriteBatch2 instead of SpriteBatch
[21:40:04] <megasoft78> yes, that's fine
[21:40:16] <mobidevelop> BetterSpriteBatch
[21:40:26] <Tomski> tained
[21:40:29] <Tomski> +t
[21:40:38] <Xoppa> could only change the package not the class name
[21:40:42] <megasoft78> WP8SpriteBatch :D
[21:41:09] <megasoft78> yes
[21:41:10] <mobidevelop> Nobody wants a WP anything
[21:41:14] <megasoft78> :D
[21:41:15] <maximtwo> lol i like TaintedSpriteBatch
[21:41:18] <megasoft78> I'm joking
[21:42:17] <megasoft78> what's wrong with what we are doing to SpriteBatch? Has it performance issues?
[21:45:57] <Xoppa> yes
[21:46:28] <megasoft78> I did create a copy of SpriteBatch into a new package
[21:46:35] <megasoft78> but I get some errors
[21:46:58] <megasoft78> TextureRegion.texture is not visible
[21:47:29] <Xoppa> change it to getTexture()
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[21:48:12] <megasoft78> ok, let me do the same thing for everything
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[21:51:41] <megasoft78> ok, done
[21:51:51] <megasoft78> let me apply your changes
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[22:00:09] <megasoft78> @Xoppa, change done. Let me try now
[22:00:34] <Xoppa> probably complains about a missing uniform
[22:07:40] <maximtwo> is it a cheerleader uniform?
[22:14:03] <megasoft78> @Xoppa, it's working
[22:14:06] <megasoft78> amazing
[22:14:11] <Xoppa> yay!
[22:14:17] <megasoft78> is it just that?
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[22:14:57] <megasoft78> I can still see an error
[22:15:04] <megasoft78> INVALID_OPERATION: pixelStorei: Enum UNPACK_ALIGNMENT is not currently supported
[22:15:19] <megasoft78> maybe another part of SpriteBatch use that thing
[22:15:24] <Tomski> Its texture loading
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[22:16:09] <megasoft78> @Tomski, where?
[22:16:35] <Tomski> In the GLTexture wrapper iirc
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[22:17:14] <Xoppa> isnt pixelstorei something related to gwt?
[22:17:33] <Tomski> Its the storage mode
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[22:17:54] <Tomski> I think it was used for pot textures with gwt
[22:18:11] <megasoft78> Gdx.gl.glPixelStorei(GL20.GL_UNPACK_ALIGNMENT, 1);
[22:18:33] <megasoft78> it's in uploadImageData method
[22:19:00] <Xoppa> does it crash?
[22:19:14] <megasoft78> @Xoppa, no it doesn't crash
[22:19:25] <megasoft78> can I do the same thing for that class?
[22:19:25] <Xoppa> then just ignore it :D
[22:19:29] <Tomski> IE just doesnt support it
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[22:20:02] <megasoft78> what it should do?
[22:20:13] <Xoppa> https://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml
[22:20:47] <megasoft78> I mean uploadImageData
[22:21:05] <Xoppa> upload image data i guess :D
[22:21:24] <megasoft78> but it's working
[22:21:37] <megasoft78> what's missing then?
[22:22:03] <Xoppa> tinting won't work
[22:22:10] <megasoft78> ah ok
[22:22:19] <megasoft78> eventually how can I fix it?
[22:22:32] <Tomski> Adjust the shader to take in a tint
[22:22:53] <Xoppa> unpack the color in the vertex shader (i doubt its worth the effort though)
[22:23:10] <megasoft78> ok, I don't think I will use the tint anyway
[22:23:29] <megasoft78> now
[22:23:38] <megasoft78> my game was implemented using Scene2D
[22:23:52] <megasoft78> how can I make it works with these changes?
[22:24:05] <megasoft78> I need to compile from source code right?
[22:24:07] <Tomski> Pass your batch implementation in the constructor
[22:24:17] <megasoft78> oh yes
[22:24:20] <Tomski> for Stage
[22:24:21] <megasoft78> you are right
[22:24:26] <megasoft78> let me try
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[22:25:18] <megasoft78> thank you guys! :)
[22:25:38] <megasoft78> I will try my game and if it works I'll post on the forum these changes
[22:25:43] <megasoft78> thank you again ;)
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[22:35:05] <megasoft78> @Xoppa, are you still there?
[22:35:19] <Xoppa> sure
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[22:35:39] <megasoft78> it looks like when I put the changes SpriteBatch on my game
[22:35:52] <megasoft78> it doesn't find Affine2
[22:36:09] <megasoft78> oh, I'm using 1.3.1
[22:36:15] <megasoft78> I need to update libgdx
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[22:37:22] <megasoft78> @Xoppa, change build.gradle will automatically refresh libraries?
[22:37:57] <Xoppa> yes, you'll have to click on gradle refresh as well
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[22:56:59] <ASneakyFox> does anyone know how to link a project in intellij idea to gradle? i keep reading your supposed to open the "gradle tool window" and add your project there but i cant find this window anywhere
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[23:05:41] <Tomski> ASneakyFox, import it via the gradle scripts
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[23:08:42] <megasoft78> @Tomski, it seems it's partially working
[23:08:51] <megasoft78> text doesn't work
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[23:09:59] <megasoft78> @Tomski, I'm using BitmapFont
[23:10:05] <megasoft78> it should work right?
[23:12:20] <Xoppa> define "doesn't work"
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   October 29, 2014  
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