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[00:08:00] <kalle_h> Just got new idea. Depth aware pre blurring for algorithms that need to use many pixels per sample but weight/reject them based them on depth.(depth could be swapped to any other value too)
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[00:09:01] <kalle_h> I could make 3x3 pre blur for hdr buffer and then use that as input for motion blur/dof/ssgi
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[00:10:32] <kalle_h> so instead of 2*N samples I would only need k+k + 2N / k^2 samples if using separate blur. where k is pre blur kernel
[00:10:51] <gentlemandroid> Exactly
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[00:11:38] <kalle_h> if k = 3, N 25. that would be 50 vs ~9
[00:12:45] * LiquidNitrogen doesnt even know how to do one sample :<
[00:13:14] <kalle_h> sample is just general term
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[00:14:23] <mobidevelop> Just random numbers and letters with a few operators for good measure
[00:14:55] <kalle_h> you got me
[00:15:03] <Tomski> Did your cat walk on your keyboard kalle_h ?
[00:15:14] <kalle_h> I hate cats
[00:15:40] <gentlemandroid> Whisker envy, I've seen this before
[00:15:57] <Tomski> Whats the resolution?
[00:16:36] <kalle_h> resolution of what?
[00:16:55] <Tomski> The whisker envy situation
[00:17:10] <gentlemandroid> Shhh, just step away from it
[00:18:21] <hextileX> did someone hat the possibility to get a look in the new libgdx book which is coming out these days?
[00:19:17] <gentlemandroid> I only read YA vampire fiction
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[00:19:46] <mobidevelop> What libgdx book?
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[00:20:44] <hextileX> https://www.packtpub.com/game-development/libgdx-cross-platform-game-development-cookbook
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[00:21:24] <mobidevelop> Ah, no, I'm not much of a chef
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[00:22:32] <gentlemandroid> I told you that chicken was just right
[00:22:37] <gentlemandroid> Why don't you believe me?!
[00:22:57] <hextileX> hope the cookbook speaks also about ashley
[00:24:44] <Cethos> lol @gentlemandroid: Maybe you weren't authentic enough
[00:25:11] <gentlemandroid> Has anyone messed with the Oculus Rift?
[00:25:30] <gentlemandroid> I tried out my friend's and now I'm all annoyed it isn't a release product, it's neato
[00:25:42] <mobidevelop> The problem with programming books is they are obsolete as soon as they are published
[00:26:49] <gentlemandroid> Again that's why I only read YA vampire fiction
[00:26:53] <gentlemandroid> It's... timeless
[00:28:03] <gentlemandroid> Why doesn't Xoppa write more tutorials?
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[00:52:48] <hextileX> mobidevelop: yes. but its annoying to spend 20-30 min to find a tutorial. and maybe you need another 10 min to find out that this tutorial is bad.
[00:53:22] <hextileX> with a book you have save time, you have a nice reading (same style).
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[00:53:58] <hextileX> and nowdays there are no trees dying, if I get the ebook
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[00:54:38] <kjempff> damn apple are dicks, they can
[00:55:17] <mobidevelop> O.o
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[00:56:45] <kjempff> sorry typed into the wrong window, ignore that please
[00:57:15] <mobidevelop> We can't unsee that
[00:57:23] <mobidevelop> Now you have to elaborate
[01:00:23] <Cethos> I think he wanted to mention the fact that apple sucks.
[01:00:41] <kjempff> they just rejected the app because I use a valid email address as login identifier, and they are too thick headed to understand that avatar name is not the same as login name, and they want me to use avatar name as login account
[01:00:52] <Cethos> In a very subtle way
[01:01:52] <cobolfoo> time to fix this, you will have to wait another 2 weeks?
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[01:04:20] <kjempff> I want to use an email address because that is what a user can remember in case of reinstalling or playing on another device with the same user.. even after explaining that, they just repeat the same question and say they think I should remove getting account and only have avatar name
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[01:06:57] <Cethos> I have a question about the default gradle setup for libgdx, for example in projects created by gdx-setup:
[01:08:07] <kjempff> I need an account that is not potentially some chineese character set (because obvious database issues), so I have to fake it somehow but at the same time I want to user to know what the account name is
[01:08:22] <Cethos> Is there a specific reason for the projects and their dependencies to be defined in the top level build.gradle file? I thought it's good practice to have that stuff in the respective module?
[01:08:39] <Cethos> Maybe I got that wrong.
[01:09:18] <Tomski> Cethos, they can be declared anywhere. Makes sense, especially for people new to Gradle, for dependencies to be declared in one place
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[01:13:53] <Cethos> Ok, thank you. That makes sense. I guess I will add an option (maybe in a select element) to gdx-setup to put them into the module build files, as I will need to have it that way often. While I'm at it, would a pull request be desired?
[01:14:21] <mobidevelop> That would really complicate things
[01:14:50] <Tomski> Needlessly
[01:15:17] <Tomski> You should create your own template if you want to do that
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[01:15:22] <Cethos> kk
[01:15:29] <mobidevelop> Why do you need that?
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[01:21:29] <Cethos> Mostly just because I'm used to that structure. Also, I just ran into an issue: I added an independent android library project which has its dependencies defined in the module build file. Now it seems gradle can't use the android support repository for this library project. First, I thought the structure was the problem, but now I think that doesn't have anything to do with the issue.
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[01:32:53] <nick_coden> hablo espanol?
[01:33:04] <nick_coden> Ningún objeto seleccionado
[01:33:29] <nick_coden> what is the best way to deal with fonts for other languages?
[01:33:41] <nick_coden> my spanish words are missing charaters
[01:33:54] <nick_coden> use a TTF?
[01:34:08] <cobolfoo> Yeah try TruetypeFontGenerator
[01:34:08] <nick_coden> is there a good general purpose TTF?
[01:34:32] <cobolfoo> FreeTypeFontGenerator
[01:40:04] <nick_coden> TTFG looks like a module
[01:40:20] <nick_coden> i guess what you saying is TTF is the best way to handle more languages?
[01:40:34] <mobidevelop> Depends
[01:40:52] <mobidevelop> You can use pregenerated fonts with more than one language
[01:41:16] <nick_coden> i plan on doing atleast the top 13 languages
[01:41:32] <nick_coden> which includes chinese
[01:41:39] <mobidevelop> You can probably support all latin languages in one file
[01:42:01] <nick_coden> mobidevelop: one pregen font?
[01:42:08] <mobidevelop> Yeah
[01:42:16] <nick_coden> currently thats what I'm using, but my pregen font is missing some chars
[01:42:25] <mobidevelop> So add them :)
[01:42:33] <nick_coden> in general is TTF a better long term solutoin?
[01:42:40] <nick_coden> or would TTF use to much memory?
[01:42:47] <mobidevelop> Maybe
[01:43:10] <mobidevelop> TTF fonts have wildly varying sizes
[01:44:02] <nick_coden> is there such thing as a free TTF font that supports all latin based langauges?
[01:44:09] <nick_coden> am i just wasting my time?
[01:44:15] <mobidevelop> Again, a single TTF font will like support all latin languages
[01:44:29] <nick_coden> ok
[01:44:46] <nick_coden> screw chinese people anyway
[01:44:54] <nick_coden> all my tools from china just break ;-)
[01:45:01] <mobidevelop> lol
[01:45:20] <nick_coden> seriously the send of all the crap that would sell to there own people
[01:45:25] <nick_coden> and we buy it
[01:45:29] <mobidevelop> You only really want to support Japanese and Thai anyway
[01:45:55] <nick_coden> i didnt see there being such a hastle with fonts
[01:46:14] <nick_coden> its like 11 days until deployment and i'm getting hung up on small crap
[01:46:22] <nick_coden> thanks for your help
[01:46:40] <mobidevelop> I say only support english
[01:48:07] <nick_coden> basically an optimized pergen font file is going to be smaller than TTF? I really only have 3 different sizes of fonts.
[01:49:08] <mobidevelop> I doubt you'd see much difference
[01:53:13] <TEttinger> nick_coden: chinese fonts are huge.
[02:00:51] <nick_coden> large fonts means little penis
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[02:04:42] * Cethos notes that and sends it to his boss.
[02:05:07] <Cethos> Just in case he wants to use a large font someday.
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[02:15:41] <TEttinger> https://dl.dropboxusercontent.com/u/11914692/Balloonifont%20Black.png
[02:16:17] <TEttinger> it's too large for most phones as one texture, is quite ugly, and doesn't even cover all of chinese
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[02:19:02] <kjempff> yeah it is missing man on turtle holding a torch, cat on rollerskates, 3 lightsabers in row and drunk cow upside down
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[02:21:56] <TEttinger> it doesn't even have the character for "cadmium passed off as gold to fool stupid western children"
[02:22:08] <kjempff> guess I am not quite ready to quit my programming job to do standup
[02:22:16] <TEttinger> I like it
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[02:24:26] <kjempff> hehe my mind has gone twisted trying to figure a way to do what Apple says but not do it because its stupid :)
[02:25:07] <nick_coden> mobidevelop: thanks man
[02:25:09] <nick_coden> it works
[02:25:23] <TEttinger> yay
[02:25:26] <mobidevelop> Pleasure
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[02:27:00] <mobidevelop> They are just trying to protect their users kjempff
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[02:28:04] <nick_coden> i cant speak mexician but i know crazy when i see it http://www.pasteall.org/pic/79129 :-)
[02:29:09] <kjempff> yeah well I see other iOS games requesting email addresses, it is just because they don't understand how my game works that they stick to their opinion
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[02:30:14] <kjempff> there is even a privacy policy saying email address will never be used for anything but login identifier
[02:33:38] <mobidevelop> Why would someone forget an avatar name?
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[02:35:35] <mobidevelop> I can see giving an option to add an email address, for recovery purposes, but I would rather never give my email address to random people
[02:37:00] <ASneakyFox> reddit doesnt even require email addresses
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[02:59:46] <kjempff> hmm well just about any forum require email activation and it is rather common to use email address as login to alot of things. Apple also states that if it used for account features, it is allowed .. and in my opinion that is what I am, and that is what they can't understand or atleast they don't give a reason why they don't see it that way
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[03:12:24] <kjempff> I am going to try to ask for a username at mydomain dot com with the option to type ones real email, but I doubt that is good enough.. and damn I spend so much time on Apple specifics that creating the actual game has become the easy part :P
[03:13:42] <nexsoftware> I say just let them use whatever they want to use. If you have no actual need for the email address, you shouldn't actually care if it is or not.
[03:14:38] <Lestat> never ask for email addresses, people wont give them to you, instead ask for their physical address, in case they forget their avatar name, you can always mail it to them
[03:15:03] <kjempff> hehe
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[03:21:02] <kjempff> nex, your logic is strong.. bah :)
[03:21:38] <kjempff> just more work to please apple = sour me hehe
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[03:24:33] <louilam> hello i hava a question . ask for help
[03:25:37] <kjempff> <- Apple hater since 1992
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[03:26:14] <louilam> Is anyone here?
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[03:29:16] <nexsoftware> Nobody
[03:29:21] <nexsoftware> Shhh
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[03:29:42] <louilam> saddly
[03:30:26] <nexsoftware> Was that the question?
[03:31:12] <louilam> No download dependencies jar files
[03:32:23] <louilam> i can do it at home but not download at office
[03:33:06] <louilam> Can you help me?
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[04:09:04] <TEttinger> louilam, you can download the dependencies when you have access to them, and copy them from your home directory's .m2/ folder
[04:09:24] <TEttinger> and save them in your work computer's home directory as .m2
[04:09:51] <TEttinger> there is also a way to make gradle run offline if you already have the dependencies
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[04:44:04] <louilam> how download the dependencies?
[04:46:14] <louilam> i just download in work computer , i want the why of not download and know the reason
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[05:25:46] <nick-airhead> i'm so damn glad i started generated fronts from ttfs
[05:25:59] <nick-airhead> everything looks better
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[06:27:03] <dauntless26> Any way to determine a device's maximum y acceleration?
[06:32:50] <Sadale> dauntless26: there's no maximum.
[06:33:05] <dauntless26> Really?
[06:33:17] <Sadale> dauntless26: mathematically, there's no.
[06:33:17] <dauntless26> Ok thank you
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[06:43:08] <LiquidNitrogen> its probably something slightly less than c
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[07:11:28] <theaftermath> Hi all, how do I keep a font from blending when drawn?
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[07:13:43] <TEttinger> theaftermath, if it's a bitmap font that you made with something like hiero, draw it at integer positions, without resizing or only resizing at integer multiples
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[07:14:23] <theaftermath> Tettinger drawing at integer positions is not an option, but I can try resizing at integer multiples
[07:15:27] <TEttinger> well if you draw at 0.5,0.5 in pixel coordinates, it will be blurry for at the edges since it's half in and half of the font image
[07:15:47] <TEttinger> *half in and half out of
[07:16:37] <TEttinger> it's generally better if you don't want a bitmap-font appearance to use a higher-resolution font that can resist downscaling better
[07:16:57] <theaftermath> My size in heiro is 100
[07:17:10] <theaftermath> would setting it higher help?
[07:17:10] <TEttinger> ok, then blending shouldn't be that noticeable?
[07:17:29] <TEttinger> if you're shrinking you probably want some blending if you're downscaling
[07:17:46] <theaftermath> I think its because I'm putting the font in the exact middle of the screen
[07:17:54] <TEttinger> can you show the font png on something like dropbox or imgur?
[07:18:11] <theaftermath> and I actually don't because the font doesn't have any curves. It's mostly made of horizontal and vertical lines. So blending looks bad.
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[07:18:24] <theaftermath> sure
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[07:19:25] <theaftermath> https://www.dropbox.com/s/u5lzqc4um9v4kwk/generated.png?dl=0
[07:20:41] <theaftermath> oh that's not going to work the font is white and the transparancy is set to white by dropbox.
[07:21:05] <theaftermath> actually if you download and open it it should work
[07:21:24] <dauntless26> Yay free bitmap font!
[07:22:22] <theaftermath> heh
[07:23:37] <TEttinger> ok, opening now
[07:24:11] <TEttinger> dauntless26: I made some bitmap fonts, feel free to use them https://github.com/tommyettinger/home/tree/gh-pages/Fonts
[07:25:06] <dauntless26> Sweet
[07:25:17] <TEttinger> they're mostly made from other free fonts, but due to a quirk in US font copyright law, the image of a font cannot be copyrighted, only the digital files themselves. so any licenses they had aren't probably relevant
[07:25:40] <TEttinger> some are made from fonts I made
[07:25:55] <LiquidNitrogen> thats handy info TEttinger!
[07:26:46] <TEttinger> most other countries don't agree with the US on this, btw
[07:26:55] <TEttinger> but I'm on american soil, yo
[07:27:21] <TEttinger> poland doesn't respect the public domain for some reason
[07:27:29] <TEttinger> ownership laws are quite varied
[07:28:09] <LiquidNitrogen> how can you not respect public domain?
[07:28:18] <TEttinger> the only one that might be sketchy is Nyala, which is distributed as a ttf with windows but I can't legally redistribute as a ttf (so I'm not)
[07:28:36] <theaftermath> TEttinger so you're saying there's no way to just disable blending on a font. Basically I have to use integer values for position and scale to integer values
[07:28:48] <TEttinger> LiquidNitrogen, you can't release something into the public domain in poland
[07:28:53] <TEttinger> theaftermath, maybe?
[07:28:55] <LiquidNitrogen> :O
[07:29:08] <LiquidNitrogen> not even a rock?
[07:29:08] <TEttinger> there might be an easy way
[07:29:46] <theaftermath> haha ok
[07:30:05] <TEttinger> your font already has blending, theaftermath
[07:30:19] <theaftermath> what do you mean by that?
[07:30:42] <theaftermath> oh I see around the edges
[07:32:58] <LiquidNitrogen> just.. disable blending.
[07:33:07] <LiquidNitrogen> turn it off
[07:33:22] <theaftermath> well yes... but how?
[07:33:24] <TEttinger> here's blending highlighted https://dl.dropboxusercontent.com/u/11914692/font_blending_higlighted.png
[07:33:30] <LiquidNitrogen> tell opengl to stop it
[07:33:32] <TEttinger> it's in hiero
[07:33:40] <TEttinger> oh, that too
[07:34:16] <theaftermath> LiquidNitrogen thanks I'll probably do that
[07:34:23] <LiquidNitrogen> can you do that without getting black boxes though?
[07:34:52] <theaftermath> TEttinger I see that. It seems that I had heiro set to use java to render the glyphs and that introduced blending
[07:35:20] <TEttinger> there may be a way to turn off antialiasing in hiero, not sure how.
[07:35:43] <theaftermath> I haven't been able to find the switch
[07:35:48] <TEttinger> I used a "real" bitmap font at the correct resolution to make the one I use
[07:36:15] <TEttinger> this one https://github.com/tommyettinger/home/blob/gh-pages/Fonts/MonologyUI.png
[07:36:32] <TEttinger> this one I draw at integer multiples of size and at integer positions
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[07:40:38] <theaftermath> Got it thanks, I do really like this font though so I'm going to keep it
[07:41:21] <LiquidNitrogen> probably the best idea is to just fix the font's png file so it doesnt have and alpha i guess.
[07:43:36] <theaftermath> just tried that, it results in a box around the edges of each character
[07:43:47] <theaftermath> because there's no transparency color I'm assuming
[07:44:34] <sinistersnare> the system i have right now for GUI creation is awesome
[07:44:46] <sinistersnare> i think i can generalize it into a GUI creator
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[08:28:39] <sinistersnare> are you able to see if a certain value exists in a JsonValue object?
[08:28:51] <sinistersnare> ahh has
[08:29:44] <sinistersnare> Hmmm would it be nice for the JsonValue get* methods to have an overloaded method for default value if the value returned is null?
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[08:38:28] <sinistersnare> damn there are so many methods on JsonValue i did not see they were already there :p
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[08:55:09] <megasoft78> goodmorning everyone
[08:55:13] <mk1> morning
[08:58:40] <Ange_blond> hi
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[09:13:38] <sinistersnare> hahahaha
[09:13:40] <sinistersnare> oh shit its 4am
[09:13:42] <sinistersnare> damn
[09:13:53] <sinistersnare> thought it was still like 2
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[09:39:24] <rule> Hi, I'm new here. There is a problem with importing a project created by "LibGDX project setup" . Everything works fine until updating maven repository indices from https://oss.sonatype.org/content/repositories/snapshots and https://oss.sonatype.org/content/repositories/releases.
[09:40:28] <rule> Problem is that they are downloaded, but processing indices is taking too long
[09:41:28] <rule> I'm using IntelliJ Idea 13 on macOS
[09:41:50] <rule> mavericks
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[09:45:18] <TEttinger> rule, that's odd. do you have roboVM involved at all?
[09:45:41] <TEttinger> the thing that libgdx uses to target iOS on Macs
[09:46:10] <TEttinger> roboVM is pretty huge, it may just take a while
[09:46:32] <rule> yeah but I've been waiting for hours
[09:47:00] <rule> it's not problem about building or downloading
[09:47:06] <mk1> figuratively ;)
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[09:47:30] <rule> not figuratively :)
[09:49:17] <rule> http://tinypic.com/r/mhx8j8/8
[09:50:09] <TEttinger> compilation completed 38 minutes ago?
[09:50:15] <TEttinger> what succeeded?
[09:51:09] <rule> everything succeded but this updating maven repository indices
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[09:52:42] <rule> I tried restarting it, reinstalling, everything but this problem is always at this point
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[09:58:24] <rule> it wolud be great if someone solved this problem because it's most frustrating thing I've ever forced
[09:58:25] <TEttinger> bizarre. might be something has a lock in your local maven repository
[09:58:35] <TEttinger> not sure what causes it on a mac
[09:59:51] <rule> is there any way to unlock it :)
[10:02:00] <TEttinger> are you using intellij 13.1.3?
[10:02:06] <TEttinger> or newer
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[10:03:08] <rule> yes
[10:03:25] <TEttinger> oh!
[10:03:26] <TEttinger> http://stackoverflow.com/questions/15991561/intelli-j-idea-takes-forever-to-update-indices
[10:03:27] <dauntless26> Sometimes when i close a desktoplauncher window it gives me a failed to write core dumps error. Anyone know why or what this even means?
[10:03:33] <rule> I'm using latest version
[10:03:36] <TEttinger> sounds like your problem, and he has a fix
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[10:04:55] <rule> I'll try this
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[10:23:45] <TEttinger> any luck, rule?
[10:24:37] <rule> not yet
[10:25:33] <rule> now I'm waiting, but it seems that will take forever to start
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[10:43:14] <rule> clearing cache helped
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[10:45:32] <rule> TEttinger thanks for your help
[10:46:28] <TEttinger> no prob
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[11:12:59] <log`> good morning folks!
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[12:52:24] <duff> Hey guys
[12:52:46] <duff> What kind of object needs to be add on window.setBackground
[12:53:02] <duff> I cant insert a texture or a sprite on it
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[12:54:19] <jerome[fr]> hi
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[12:55:12] <doev> hi
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[12:56:06] <doev> does someone know a map generator for a basic terrain map, compatible to tiled?
[12:56:39] <kojjootti2> http://www.mapeditor.org
[12:56:56] <nooone> duff, uuummm, the method declaration should tell you exactly that
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[12:57:23] <jerome[fr]> it is a automap function in Tiled, but not tested
[12:57:25] <doev> kojjootti2, not a editor, a generator.
[12:57:54] <doev> automap in tiled? what do you mean=?
[12:58:28] <duff> nooone, its a drawable object
[12:58:36] <nooone> exactly
[12:58:48] <kojjootti2> davebaol: Tiled is the name of the mapeditor-program.
[12:59:17] <nooone> duff: http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/utils/Drawable.html
[12:59:22] <nexsoftware> O.o
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[13:00:38] <duff> ye thx
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[13:13:14] <jerome[fr]> I have a weird problem with Rectangle Collisions : http://imgur.com/Fe6Ze3K
[13:13:52] <jerome[fr]> when the ennemi go to the right, the overlaps say true after 1 more unit
[13:14:15] <jerome[fr]> the test with ennemi going to the left works fine
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[13:16:22] <jerome[fr]> no matter the width
[13:16:29] <jerome[fr]> of the ennemi
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[13:22:22] <Lecherito> is that you, mario?
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[13:26:09] <jerome[fr]> Mario is the player, but the problem of overlaps its between the ennemi (goomba) and the decor collision (tube)
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[13:31:54] <jerome[fr]> I have find the solution, casting position float to int make me a bug
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[13:34:18] <Lecherito> https://www.youtube.com/watch?v=f7vq3AC6Ezo
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[13:34:54] <aliasc> any good tutorial on how to setup and use libgdx with android ?
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[13:37:20] <Lecherito> People nowadays has no patience
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[13:47:38] <mobidevelop> Too bad aliasc left, I had a great tutorial to link
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[14:13:06] <mobaxe> hey im using scene2d label and i set a bitmapfont to that.it looks good in desktop but in phone its huge. is there a quick way to fix ? o what should i do
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[14:16:23] <nooone> mobaxe: adjust the scale?
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[14:17:57] <mobaxe> nooone:well , i fixed with if application type is android lower factor * getDensity thanks
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[14:24:29] <Xoppa> for fonts you should always try to use pixel perfect projection
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[14:25:07] <mobaxe> what is that
[14:26:48] <Xoppa> that means that the size of the rendered font on the device is exactly the same as the size of the asset in pixels
[14:27:18] <Xoppa> which you can achieve by using a viewport of the same size as the screen size in pixels
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[14:35:37] <KYYQ> hi
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[14:36:08] <KYYQ> anyone here familiar with raycasting and converting onclick screen coordinates to tiled map world coordinates?
[14:36:31] <mk1> KYYQ: camera.project(yourScreenCoordinates)
[14:36:54] <KYYQ> hmm
[14:38:10] <KYYQ> what i am trying to do, is to calculate a vector between the player and the click and then send an infinite long ray along that line and then get the closest point from the fixtures it hits
[14:38:58] <KYYQ> i can already iterate through the fixtures and get the closest point and create a joint between the player and the point, but cant seem to know how to send the ray to right direction and make it infinite long
[14:39:16] <KYYQ> but i'll try that, thanks mk1
[14:39:32] <KYYQ> http://i.imgur.com/lwCpbx7.png
[14:39:43] <KYYQ> there's a picture to clear things out, sorry for my bad english :D
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[14:43:11] <mobidevelop> unproject
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[14:44:04] <KYYQ> also the cameras bounds are set to the edges of the tiled map
[14:44:11] <KYYQ> so the player isn't always at the center
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[14:46:59] <KYYQ> tried with unproject, but the coordinates dont change when the camera moves, they stay the same
[14:47:29] <mobidevelop> That's unlikely
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[14:48:34] <KYYQ> for example i let the player drop from the top of the map to the bottom, and clicking the same point at the screen, it still returns for example (10, 10)
[14:49:18] <mobidevelop> You are doing something wrong
[14:49:26] <mobidevelop> Show code
[14:50:53] <KYYQ> just a sec
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[15:02:01] <megasoft78> hi guys, I'm trying to link my project with libgdx source code
[15:02:30] <megasoft78> I'm removing reference to gradle and link to project imported to Eclipse
[15:02:51] <megasoft78> but when I run gradlew html:dist
[15:03:03] <nooone> why do you do it that way?
[15:03:07] <megasoft78> it give me an error about missing libgdx classes
[15:03:33] <megasoft78> I'm changing SpriteBatch to support Windows Phone 8.1
[15:04:13] <megasoft78> yesterday @Xoppa help me to make it work
[15:04:14] <nooone> so you want to make a PR later?
[15:04:25] <nooone> or do you need it for a game of yours?
[15:04:50] <doev> is there a limitation in the TmxMapLoader? I can load maps based on tile.pngs but not based on single images.
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[15:04:52] <megasoft78> I can make later a PR but they already told me they are not going to integrate
[15:05:05] <nooone> if I change some classes (rarely happens) I either extend and change them, or I copy it to the same package within my own project
[15:05:14] <megasoft78> it seems the way we integrate have performance issues
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[15:05:34] <megasoft78> nooone, yes I did
[15:05:52] <megasoft78> but it seems it doesn't working for BitmapFont
[15:06:21] <megasoft78> I'm using Scene2d for my game and it seems the images are fine but no BitmapFont
[15:06:44] <megasoft78> maybe it's because it reference to the old SpriteBatch in some way
[15:06:46] <megasoft78> not sure
[15:07:59] <Xoppa> define "doesn't work"
[15:08:16] <megasoft78> I don't see any text
[15:08:28] <megasoft78> but I don't see any error message too
[15:09:45] <Xoppa> can you pastebin the code used for drawing the text
[15:10:02] <megasoft78> yes, one sec
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[15:14:37] <megasoft78> @Xoppa
[15:14:37] <megasoft78> http://pastebin.com/1h7Z0JWY
[15:15:19] <Xoppa> fontColor = Black will not work because you removed tinting from the spritebatch
[15:15:54] <megasoft78> @Xoppa, can we fix tinting?
[15:16:20] <Xoppa> we could, but i doubt it's worth it
[15:16:33] <megasoft78> is it very complex?
[15:16:43] <megasoft78> I'd like to make it works
[15:16:45] <Xoppa> you probably should first verify that the font is rendered when using a non-white background
[15:17:16] <megasoft78> can we change the shader to see if it's that the issue?
[15:17:32] <megasoft78> I remember yesterday you were talking about a special one
[15:17:48] <megasoft78> instead of vec4(1.0)
[15:18:36] <Xoppa> sure just modify it to vec4(0.0) for black
[15:18:54] <megasoft78> ok, good
[15:18:56] <megasoft78> let me try
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[15:29:14] <megasoft78> @Xoppa, it seems everything is white now
[15:29:15] <megasoft78> :(
[15:30:05] <Xoppa> ow, hehe, ofcourse, change it to vec4(0.0,0.0,0.0,1.0)
[15:30:55] <megasoft78> ok
[15:30:59] <megasoft78> :D
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[15:31:49] <megasoft78> is vec4 an RGBA value?
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[15:32:02] <Xoppa> kinda
[15:32:56] <megasoft78> ok, good
[15:33:06] <megasoft78> I can see image and text in a weird way
[15:33:07] <megasoft78> :D
[15:33:17] <megasoft78> it's that the issue than
[15:33:34] <megasoft78> could you help me to fix this tinting issue?
[15:34:04] <megasoft78> can I try the formula you gave me yesterday?
[15:34:25] <megasoft78> v_color = vec4(a_color, fract(a_color * 255.0), fract(a_color * 65025.0), fract(a_color * 160581375.0));
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[15:34:45] <Xoppa> nah that wont work, one sec
[15:34:57] <megasoft78> ok, thank you ):
[15:34:59] <megasoft78> :)
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[15:37:15] <megasoft78> at the moment I have my game working in black and white :D
[15:38:34] <Lecherito> Why do you need more colors?
[15:38:43] <megasoft78> :D
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[15:47:35] <Xoppa> megasoft78, modify "attribute float " + ShaderProgram.COLOR_ATTRIBUTE to "attribute int " + ShaderProgram.COLOR_ATTRIBUTE (thus float to int)
[15:48:08] <Xoppa> then in the vertex shader main method add the following lines (after stringifying them)
[15:48:48] <Xoppa> (at the top of the main method, thus directly on the line after "{\n"
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[15:50:11] <Xoppa> int ir = a_color % 256, ig = (a_color / 256) % 256, ib = (a_color / (256 * 256)) % 256, ia = (a_color / (256 * 256 * 256)) % 256;
[15:50:36] <megasoft78> ok, let me try
[15:50:58] <Xoppa> v_color = vec4(float(ir)/256.0, float(ig)/256.0, float(ib)/256.0, float(ia)/256.0);
[15:51:14] <Xoppa> (obviously remove the previous v_color assingment)
[15:51:19] <megasoft78> ok
[15:51:34] <Xoppa> i'm afraid that i can't test at the moment, so it might not compile directly
[15:52:10] <megasoft78> @Xoppa, I did but one question. Where is used "int ir" ?
[15:52:36] <megasoft78> I don't see them used in the vertex code
[15:52:48] <Xoppa> float(ir) / 256.0
[15:53:45] <megasoft78> @Xoppa, I don't see that code
[15:53:53] <megasoft78> is it in the vertex shader?
[15:54:04] <Xoppa> <Xoppa> v_color = vec4(float(ir)/256.0, float(ig)/256.0, float(ib)/256.0, float(ia)/256.0);
[15:54:19] <megasoft78> oh
[15:54:26] <megasoft78> you miss to give me that code
[15:54:42] <Xoppa> no, its a few lines up
[15:55:03] <megasoft78> oh sorry, I miss that
[15:55:09] <megasoft78> let me try if it's working
[15:55:24] <Xoppa> euhm, you might need to change int to uint
[15:55:57] <megasoft78> ok
[15:56:12] <megasoft78> int ir to uint ir and so on?
[15:57:50] <Xoppa> both occurences
[15:58:45] <megasoft78> (10, 9): syntax error, unexpected IDENTIFIER, expecting SEMICOLON or COMMA
[15:58:57] <megasoft78> an issue in the shader
[15:58:59] <megasoft78> let me check
[16:00:03] <megasoft78> is this syntax with comma supported?
[16:00:11] <megasoft78> uint ir = a_color % 256, ig = (a_color / 256) % 256, ib = (a_color / (256 * 256)) % 256, ia = (a_color / (256 * 256 * 256)) % 256;
[16:00:23] <megasoft78> should I separate them?
[16:00:35] <Xoppa> sure
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[16:07:19] <megasoft78> @Xoppa
[16:07:27] <megasoft78> it seems to fail on this line : uint ir = a_color % 256;
[16:07:53] <megasoft78> Shader compilation errors
[16:07:53] <megasoft78> (10, 9): syntax error, unexpected IDENTIFIER, expecting SEMICOLON or COMMA
[16:08:39] <Xoppa> ow, yes ofcourse, try changing it to uint ir = mod(a_color, 256);
[16:08:51] <megasoft78> @Xoppa, wait
[16:08:56] <megasoft78> it's not that the error
[16:09:07] <megasoft78> are you sure you can declare in the main function?
[16:09:24] <megasoft78> maybe we need to declare the variable outside
[16:10:21] <megasoft78> every other variables are declared outside
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[16:15:39] <megasoft78> @Xoppa, do I need to put something like "attribute uint ir"?
[16:15:54] <megasoft78> it looks like it doesn't accept just "uint ir"
[16:16:07] <megasoft78> or varying
[16:16:20] <megasoft78> not sure what these keywords mean :(
[16:16:58] <Xoppa> no
[16:17:05] <Xoppa> then use int instead of uint
[16:17:16] <megasoft78> ok
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[16:19:10] <jeffol> Hey, I'm finding myself using JsonReader more and more (as more data gets integrated), should I just create it once and re-use that instance? I create a new JsonReader every time I read Json currently.
[16:19:33] <jeffol> or should it be just no big deal and cleaned up by the GC?
[16:19:43] <Xoppa> megasoft78, i'm pretty sure uint should work, just the % is not supported and should be mod
[16:20:01] <megasoft78> ok, let me try
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[16:23:28] <megasoft78> @Xoppa, (10, 9): syntax error, unexpected IDENTIFIER, expecting SEMICOLON or COMMA
[16:23:56] <Xoppa> can you pastebin the code
[16:24:05] <megasoft78> http://pastebin.com/SdAUPDDX
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[16:25:08] <Xoppa> hmm... perhaps change it to: uint ir, ig, ib, ia; and then ir = mod(a_color, 256); etc
[16:25:36] <megasoft78> in the main of before?
[16:25:42] <Xoppa> in main
[16:25:45] <megasoft78> ok
[16:26:01] <Xoppa> just separate declaration from initialisation
[16:26:51] <megasoft78> ok
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[16:29:40] <megasoft78> @Xoppa, same error : http://pastebin.com/sVxUUdYZ
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[16:29:56] <Xoppa> at which line?
[16:30:01] <megasoft78> same
[16:30:14] <megasoft78> Shader compilation errors
[16:30:15] <megasoft78> (10, 9): syntax error, unexpected IDENTIFIER, expecting SEMICOLON or COMMA
[16:30:30] <Xoppa> also if you use int instead of uint?
[16:30:38] <megasoft78> let me try
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[16:32:51] <megasoft78> @Xoppa, now I don't get the error and everything is white
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[16:33:45] <Xoppa> so microsofts webgl implementation also doesnt support uint?
[16:34:33] <megasoft78> why int give me white screen?
[16:35:09] <Xoppa> because (opaque) values are negative for int
[16:35:42] <megasoft78> @Xoppa, it's strange uint is not supported
[16:35:52] <megasoft78> is it possible is called in a different way?
[16:36:54] <megasoft78> can we adapt the shader to use int?
[16:37:42] <Xoppa> sure, although it would be nice to verify that uint is indeed an issue and/or report it to microsoft
[16:37:52] <Xoppa> let's how we could solve this, one sec
[16:38:03] <megasoft78> ok
[16:39:08] <Xoppa> its probably best to first verify that the data is correct
[16:39:31] <megasoft78> what do you mean for data?
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[16:40:29] <Xoppa> just for testing, slightly modify this line: https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/SpriteBatch.java#L197
[16:40:44] <Xoppa> to int intBits = (int)(255 * b) << 16 | (int)(255 * g) << 8 | (int)(255 * r);
[16:40:57] <megasoft78> ok
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[16:41:21] <Xoppa> and this line: https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/SpriteBatch.java#L192
[16:41:22] <megasoft78> did you remove the alpha value?
[16:41:30] <Xoppa> yes
[16:41:44] <Xoppa> color = tint.toFloatBits() & 0xFFFFFF;
[16:41:55] <megasoft78> ok, let me try
[16:42:14] <Xoppa> next in you shader, use 1.0 for the last argument of vec4
[16:42:25] <Xoppa> v_color = vec4(float(ir)/256.0, float(ig)/256.0, float(ib)/256.0, 1.0);
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[16:43:42] <megasoft78> ok
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[16:43:45] <Xoppa> ow that should be: v_color = vec4(float(ir)/255.0, float(ig)/255.0, float(ib)/255.0, 1.0); although you probably wont notice the difference
[16:44:26] <mobidevelop> It's like I never left
[16:44:27] <megasoft78> @Xoppa, this "color = tint.toFloatBits() & 0xFFFFFF;" doesn't compile
[16:45:05] <Xoppa> ow, hah of course, let me check, one sec
[16:45:58] <megasoft78> it seems you can't do bitwise for a float
[16:45:59] <Xoppa> megasoft78, easiest fix is to change it to: setColor(tint.r, tint.g, tint.b, 0f);
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[16:46:19] <megasoft78> ok, done
[16:46:25] <megasoft78> @Xoppa, I need to go
[16:46:31] <megasoft78> I'll be back in 15 minuts
[16:46:34] <megasoft78> ok?
[16:46:36] <Xoppa> sure
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[16:51:10] <nooone> Xoppa: I think you might save time when you actually do it yourself :D
[16:52:19] <Xoppa> heh yeah probably but i dont own a windows phone nor do i know how to emulate one
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[16:53:36] <Lecherito> i just thought the same :D
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[17:18:55] <rottz> guys, I have 2 pixmaps, one with an image (say, a photo), and one with a mask (2 solid colors). I want to make the image transparent on the areas of one of the colors of the mask, any ideas? on Android I was using “xfermode” on the bitmap/canvas
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[17:20:51] <rottz> I read this: http://stackoverflow.com/questions/20469529/modifying-transparency-of-texture-in-libgdx but it seems to rely on creating new masks (modifying the mask pixmap), I wanted something more on-the-fly if such a way exists
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[17:26:55] <rottz> and of course also without looping through all the pixels of the image and doing color comparison, which would probably be very slow
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[17:45:39] <megasoft78> @Xoppa, I'm back
[17:47:07] <Xoppa> ok
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[17:47:30] <megasoft78> let me try it
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[17:50:22] <megasoft78> @Xoppa, with your changes I get everything black and white again
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[17:51:19] <megasoft78> Do you want I pastebin the SpriteBatch class?
[17:52:08] <megasoft78> http://pastebin.com/rrdeD3qK
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[18:00:19] <Xoppa> megasoft78, is that good or bad?
[18:02:30] <megasoft78> bad
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[18:02:47] <megasoft78> I don't get correct color
[18:03:07] <Xoppa> but you do see the text now
[18:03:09] <Xoppa> ?
[18:03:47] <megasoft78> yes
[18:03:53] <megasoft78> let me take a screeshot
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[18:08:58] <megasoft78> @Xoppa, http://picpaste.com/wp_ss_20141030_0002-Md2GZ43o.png
[18:09:11] <megasoft78> can you see it?
[18:09:26] <megasoft78> http://picpaste.com/pics/wp_ss_20141030_0002-Md2GZ43o.1414688962.png
[18:10:17] <Xoppa> how should it look like?
[18:10:25] <megasoft78> one sec
[18:12:26] <megasoft78> http://picpaste.com/pics/Screenshot-ZZeV853g.1414689141.png
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[18:14:00] <Xoppa> please verify that if you change " ir = mod(a_color, 256);\n" to " ir = 255;\n" everything gets red now
[18:14:08] <megasoft78> ok
[18:15:56] <megasoft78> no, I get the same result
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[18:18:19] <Xoppa> please verify that " v_color = vec4(float(255)/255.0, float(ig)/255.0, float(ib)/255.0, 1.0);\n" results in red
[18:18:32] <megasoft78> ok
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[18:21:11] <megasoft78> @Xoppa, I'm sorry but the previous test ir = 255 make everything red
[18:21:20] <megasoft78> sorry I changed the wrong code
[18:21:28] <megasoft78> what should I do?
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[18:25:04] <Xoppa> ok, change every occrence of 256 to 16 and 255.0 to 15.0
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[18:25:52] <Xoppa> *in the altered shader code, not already existing code
[18:26:27] <megasoft78> ok
[18:26:50] <megasoft78> what do you mean for altered?
[18:27:08] <megasoft78> http://pastebin.com/rrdeD3qK
[18:27:10] <megasoft78> this one?
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[18:28:40] <maximtwo> he just meant only change the values in the shader code, not the SpriteBatch code
[18:28:54] <megasoft78> ok
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[18:31:56] <megasoft78> @Xoppa, http://pastebin.com/9AdNmnei
[18:32:11] <megasoft78> this is the new shader code but it give me the same result
[18:32:30] <megasoft78> @Xoppa, you let me change other method in SpriteBatch
[18:32:39] <megasoft78> should I revert that code change?
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[18:33:41] <megasoft78> we remove alpha in setColor method
[18:34:29] <megasoft78> I can create a diff between the current SpriteBatch and the original from if you lik
[18:34:32] <megasoft78> like
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[18:37:30] <Xoppa> no a diff isnt needed
[18:38:14] <megasoft78> is the shader I did correct?
[18:38:20] <Xoppa> is the only color you need black?
[18:38:24] <megasoft78> I mean are the change correct?
[18:38:39] <megasoft78> I need all colors
[18:38:39] <Xoppa> yes
[18:40:25] <Xoppa> im afraid that im out of ideas on how to unpack the color in the shader, perhaps kalle has an idea when he comes online. otherwise you could use unoacked colors
[18:40:47] <megasoft78> :(
[18:41:06] <megasoft78> wait
[18:41:12] <megasoft78> but it was working before right?
[18:41:19] <megasoft78> only text was not working right?
[18:41:33] <megasoft78> and the text are just images right?
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[18:41:59] <Xoppa> you said you all colors, not only black
[18:42:20] <megasoft78> @Xoppa, yesterday we have images working with all colors
[18:42:25] <megasoft78> but no text
[18:42:33] <megasoft78> now everything is black
[18:42:44] <megasoft78> why text is different from image?
[18:42:45] <Xoppa> if you want to use black for text and white for other textures then you could try a simple conditional in the shader
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[18:44:56] <maximtwo> this seems like a lot of work for something 0.005% of people will use
[18:46:03] <noone|afk> someone should better refactor Decals
[18:46:16] <maximtwo> 1, 2, 3, not it
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[18:48:18] <megasoft78> @Xoppa, anyway we were really close to fix it. :(
[18:48:54] <maximtwo> megasoft78, what code did you have to change in sprite batch besides the shader code?
[18:49:01] <Xoppa> megasoft78, like said, if you only need to toggle between black (text) and white (like it was yesterday) then you can use a condition in the shader
[18:49:06] <maximtwo> bitmap font has it's own draw methods, you might have to make similar changes there
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[18:49:57] <megasoft78> @Xoppa, I have black and blue text.
[18:50:20] <megasoft78> anyway I'd like to fix it and eventually keep publishing my games on both platforms
[18:50:39] <megasoft78> I know you guys don't like Windows Phone and eventually don't care
[18:51:14] <megasoft78> but it's not bad have it our games in there as well
[18:51:31] <Xoppa> it's not a matter of liking or caring, it's a matter of microsoft not willing to implement webgl properly
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[18:52:06] <megasoft78> yes, I agree with you but for this release that's webgl
[18:52:08] <Xoppa> iirc the issue you referred too stated that it should be resolved in the next update
[18:53:05] <megasoft78> yes, maybe
[18:53:12] <megasoft78> we are not sure they will do it
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[18:54:05] <Xoppa> if microsoft don't want to support color vertex attributes, then there's not much we can do about it except not use microsoft webgl
[18:54:59] <megasoft78> ok, no Windows Phone 8.1 for now :(
[18:56:05] <megasoft78> ok, fine :)
[18:56:35] <cobolfoo> seriously, no color vertex attributes?
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[19:08:20] <Lecherito> microsoft being microsoft
[19:08:26] <Lecherito> but who uses wp nowadays :(
[19:08:44] <maximtwo> it's illegal to own windows phone here
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[19:09:41] <Lecherito> it's illegal not to be drunk here
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[19:12:13] <maximtwo> cobolfoo, https://connect.microsoft.com/IE/feedback/details/814134/ie11-webgl-vertexattribpointer-only-support-the-type-float
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[19:18:54] <indiepig> hey everybody
[19:18:55] <cobolfoo> this is a major issue :)
[19:19:19] <maximtwo> it's easy to work around if you're starting from scratch but libgdx has a lot of stuff that uses that functionality
[19:19:41] <maximtwo> oink oink indiepig
[19:19:46] <indiepig> hehe :)
[19:20:35] <indiepig> I'm hitting a weird issue I'm wondering if somebody could point me in the right direction.
[19:20:36] <indiepig> On Geforce 8800 GTX when they come out of full screen, the screen just goes black.
[19:21:15] <cobolfoo> might be a camera issue ?
[19:21:57] <indiepig> a camera issue? You mean the Stage's orthographic camera?
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[19:22:49] <indiepig> https://gist.github.com/anonymous/99c5ef430956bacde6b9
[19:23:03] <maximtwo> indiepig, the entire screen just goes black or the libgdx window?
[19:23:54] <indiepig> yeah, that's a good question, I don't know
[19:24:04] <indiepig> I've never seen the issue myself
[19:24:08] <indiepig> just getting error reports
[19:24:21] <maximtwo> hmm, only with that specific video card?
[19:24:42] <indiepig> well, I've only tested so far on about 6 different machines
[19:24:52] <indiepig> so how common the problem is I can't say
[19:25:00] <indiepig> but that's what that user had
[19:25:13] <maximtwo> in your ApplicationListener's resize() method are you remembering to resize the Stage ?
[19:25:23] <indiepig> yes
[19:25:29] <indiepig> I'll double check, but I believe so
[19:25:36] <maximtwo> if it works for you then you should be doing it
[19:25:57] <maximtwo> it's hard to get to the bottom of things when someone else is producing the issue but you can't
[19:26:24] <indiepig> yeah tell me about it =-p
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[19:27:21] <indiepig> I was wondering if the libgdx experts have heard of the problem, because on my end I'm just setting the display mode when alt+enter is pressed
[19:28:22] <indiepig> on my machine sometimes when I change full screen mode I get a caught error from the gfx card, but libgdx catches it and it doesn't seem to be a problem
[19:28:27] <maximtwo> it would be nice if you could confirm that libgdx actually goes back into windowed mode or if when trying to leave full screen mode the full screen just goes black
[19:28:46] <indiepig> yeah, I'll ask him, he's in France so I won't know until tomorrow
[19:32:02] <indiepig> does anybody see anything fishy with that gist?
[19:32:40] <indiepig> basically storing the width and height of the window before going full screen and then when coming back setting it to what it was
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[20:25:26] <mutilator> http://www.droid-life.com/2014/10/30/amazon-handing-out-115-worth-of-paid-games-and-apps-for-absolutely-free/
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[20:33:10] <maximtwo> thanks mutilator
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[20:46:08] <mobaxe> guys anyone explain me this ? what is a seed ? Random r = new Random(seed);
[20:46:31] <maximtwo> using a fixed seed will allow you to generate the same numbers each time
[20:46:58] <maximtwo> they will appear random but they will always be the same random numbers
[20:47:50] <maximtwo> http://en.wikipedia.org/wiki/Pseudorandom_number_generator
[20:47:51] <mobaxe> if i put 10 to seed what will be r.nextdouble ?
[20:47:59] <log`> indeed, predictable randomness
[20:48:34] <maximtwo> that i can't tell you but it will be the same each time you call nextDouble() the first time
[20:48:54] <maximtwo> ugh that was horribly unclear
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[20:49:09] <maximtwo> im too lazy to fix my shitty "sentence"
[20:49:32] <mobaxe> lol :) thanks maximtwo
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[21:09:04] <kjempff> I heard something about Amazon has a funding program where they will fund the development of apps if it goes on Amazon appstore exclusively. Ofcourse they will hand pick only projects they have faith in, and games of types without competitors (ex: only chess game on Amazon appstore)
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[21:29:26] <Sawbones> Has anyone managed to make a 3d game with animated models and such?
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[21:30:03] <Xoppa> yes
[21:30:43] <maximtwo> Sawbones, Lords of the Fallen was made with libgdx
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[21:31:10] <Sawbones> What?! What's awesome!
[21:31:17] <maximtwo> it's also an outright lie
[21:31:19] <maximtwo> ;)
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[21:31:36] <Sawbones> y u do dis
[21:31:38] <maximtwo> sorry, couldn't resist
[21:32:02] <Sawbones> I might just have to bite the bullet and learn c++
[21:32:47] <maximtwo> it never hurts to learn another language
[21:32:50] <maximtwo> unless it's php
[21:33:10] <kalle_h> c++ don't make it anymore easier to do 3d games.
[21:33:14] <Sawbones> ...I know PHP
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[21:33:37] <maximtwo> yes it does kalle_h
[21:34:26] <jeffol> thats like. your opinion man
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[21:34:39] <maximtwo> i'm just busting kalle_h's balls
[21:35:00] <maximtwo> he's right, of course
[21:35:05] <Lecherito> i also know php, and yes, it hurts
[21:35:05] <maximtwo> especially if it's your first 3d game
[21:35:12] <maximtwo> the basics are the same regardless of language
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[21:36:17] <kalle_h> If you want to learn how to play ice hockey learning how to be like canadian don't help at all.
[21:36:25] <maximtwo> haha
[21:36:31] <maximtwo> you'd be surprised kalle_h
[21:36:40] <maximtwo> we're just born with innate hockey talent
[21:37:01] <kalle_h> I am totally hooked to ps4 nhl2014
[21:37:16] <maximtwo> i stopped playing after nhl 95
[21:37:17] <kalle_h> we play the demo with co-worker everyday
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[21:37:40] <kalle_h> and today I lost every match. I was so pissed.
[21:37:49] <maximtwo> that's what beer is for
[21:38:04] <kalle_h> true
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[21:38:32] <Lecherito> damn canadians
[21:38:38] <Lecherito> too much ice hockey
[21:38:49] <Lecherito> we have innate bullring talent
[21:38:53] <maximtwo> damn spaniards, too much napping
[21:38:55] <Tomski> maximtwo, take that back, php is the best
[21:39:06] <Lecherito> a nap in the bullring
[21:39:09] <Lecherito> deal with it
[21:39:11] <maximtwo> i havent used it since php 3, is it better now Tomski?
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[21:39:42] <Lecherito> the day i learn to debug php, i may take it seriously
[21:39:53] <Tomski> Lecherito, there is your first mistake
[21:39:58] <Tomski> There is no debugging with php
[21:40:10] <Lecherito> so i fix it:
[21:40:19] <Lecherito> the day they implement debugging in php, i may take it seriously
[21:40:20] <ParkourGrip> http://pastebin.com/t8pacvhS : (
[21:40:21] <Xoppa> sure there is: var_dump
[21:40:22] <maximtwo> php doesnt produce bugs, only features
[21:40:34] <Lecherito> i got tired of var_dump
[21:40:34] <Tomski> write once, leave it forever
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[21:41:01] <Lecherito> and I've programmed a social network rest api in php (6 months)
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[21:41:09] <Xoppa> job assurance?
[21:41:17] <ParkourGrip> trying to update to gradle version of libgdx
[21:41:17] <Lecherito> I wouldnt, ever, ever, ever do it again
[21:42:11] <Tomski> maximtwo, string has methods like contains_char_at_least_three_times_not_more_though()
[21:42:50] <Tomski> ParkourGrip, do you mean the eclipse plugin?
[21:43:09] <maximtwo> lol
[21:43:10] <ParkourGrip> yeah stuck on that part
[21:43:29] <ParkourGrip> i downloaded a frash new eclipse with adt
[21:43:41] <maximtwo> not the bundle right?
[21:43:42] <Tomski> What version?
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[21:44:04] <ParkourGrip> from here https://developer.android.com/sdk/index.html?hl=i
[21:44:15] <ParkourGrip> (linux)
[21:44:41] <Xoppa> don't do that
[21:44:44] <maximtwo> bad Psyfire
[21:44:48] <maximtwo> err bad ParkourGrip
[21:44:51] <Tomski> Bit mean
[21:44:55] <maximtwo> you want the SDK tools only
[21:45:08] <Xoppa> why did they even made that bundle
[21:45:13] <maximtwo> no idea Xoppa
[21:45:25] <Tomski> Troll eclipse users
[21:45:26] <ParkourGrip> well should it work or not
[21:45:29] <[twisti]> <@Tomski> maximtwo, string has methods like contains_char_at_least_three_times_not_more_though()
[21:45:29] <Xoppa> probably some interim
[21:45:33] <[twisti]> sounds like php
[21:45:58] <[twisti]> oh haha you actually were talking about php
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[21:46:12] <[twisti]> i need to stop reading backwards
[21:46:36] <ParkourGrip> what to do!
[21:46:44] <maximtwo> download stand alone eclipse
[21:46:49] <maximtwo> not the bundle
[21:46:50] <ParkourGrip> : (
[21:46:53] <ParkourGrip> ok
[21:46:58] <Xoppa> https://github.com/libgdx/libgdx/wiki/Setting-up-your-Development-Environment-%28Eclipse%2C-Intellij-IDEA%2C-NetBeans%29
[21:47:00] <Tomski> [itsiwt] hguoht tneiciffe erom si sdrawkcab gnidaer
[21:47:18] <maximtwo> damn, you've got skeelz Tomski
[21:47:35] <Lecherito> pff
[21:47:40] <ParkourGrip> https://www.eclipse.org/downloads/download.php?file=/technology/epp/downloads/release/luna/SR1/eclipse-java-luna-SR1-linux-gtk-x86_64.tar.gz this one?
[21:47:41] <Lecherito> i'd hit Tomski right now
[21:47:48] <maximtwo> but can you speak in palindroms only?
[21:47:51] <Tomski> I have an irc bot in this room that does it for me maximtwo
[21:47:54] <maximtwo> *palindromes
[21:48:04] <[twisti]> Tomski: i meant reading the backlog from the bottom up
[21:48:14] <kalle_h> https://www.dropbox.com/s/jzkz7a2wtuaal0o/TemporalAA.png?dl=0
[21:48:16] <Lecherito> dont twisti your words
[21:48:17] <kalle_h> First take on temporal AA
[21:48:49] <maximtwo> looking sexy kalle_h
[21:48:55] <maximtwo> not sure what the temporal AA does
[21:49:10] <maximtwo> but looks pretty regardless
[21:49:10] <Tomski> Only lasts for one frame, rest of the game no AA
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[21:49:32] <Lecherito> autoattack or antialiasing? lol
[21:49:36] <kalle_h> It's basically supersampling but you do only one sample per frame and use last frames samples too
[21:49:54] <kalle_h> https://de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf
[21:50:16] <maximtwo> thanks for the link
[21:50:22] <kalle_h> I am not going to use unreal style where they do it at tonemapped space
[21:50:26] <maximtwo> i still have to read all of these PDFs you've linked over the years
[21:50:48] <Tomski> Im going to sell my kalle_h bookmark folder
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[21:50:58] <kalle_h> print them and sell with good profit if internet someday gonna explode
[21:51:09] <Lecherito> 4 pennys
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[21:51:43] <Tomski> Lecherito, do you miss pesetas?
[21:51:55] <Lecherito> certainly I do
[21:51:58] <maximtwo> RHYTHM IS A DANCER
[21:52:10] <Lecherito> 15 years ago I could buy 20 candies with 100 pesetas
[21:52:11] <maximtwo> did i say that out loud?
[21:52:19] <Lecherito> now i buy 20 candies with 166 pesetas
[21:52:39] <Lecherito> that's not too good
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[21:52:45] <kalle_h> fxaa is really good with edges but its temporally unstable so I just do temporal aa with fxaa
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[21:53:17] <kalle_h> 15 years ago I was 15years younger. :/
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[21:53:30] <Tomski> Lecherito, my favourite is the donut coin
[21:53:38] <Lecherito> what is that
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[21:53:43] <jeffol> Kalle_h: me too
[21:53:43] <Lecherito> oh
[21:53:45] <Tomski> I think it was the 25?
[21:53:46] <Lecherito> yeah
[21:53:46] <ParkourGrip> ok ok i downloaded Eclipse IDE for Java Developers
[21:53:46] <ParkourGrip> Version: Luna Service Release 1 (4.4.1)
[21:53:51] <Lecherito> i got one in my keyring
[21:53:52] <Lecherito> :D
[21:53:55] <ParkourGrip> is that good for now?
[21:53:56] <Tomski> haha
[21:54:00] <Tomski> I still have a few
[21:54:13] <Lecherito> are you saying that you stole pesetas?
[21:54:22] <Lecherito> interpol incoming
[21:54:26] <Tomski> gl finding me
[21:54:28] <jeffol> ParkourGrip: I had a problem with 4.4.1 and gradle.. a few weeks ago. I had to use 4.4.0.
[21:54:31] <kalle_h> jeffol: propably not soulmates but still rare occurance
[21:54:33] <Tomski> I've already backtraced myself
[21:54:50] <ParkourGrip> jeffol: lol?
[21:54:58] <Lecherito> the donut one was the one from my community :D
[21:55:00] <ParkourGrip> why must it always be so complicated xD
[21:55:10] <jeffol> ParkourGrip: no joke, I couldn't import Gradle projects due to an Eclipse 4.4.1 bug.
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[21:55:20] <ParkourGrip> ok ok ok
[21:55:21] <kalle_h> Tomski: I have this super talent. I can find myself in less than two seconds, always.
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[21:55:40] <Lecherito> dont you ever miss, kalle?
[21:55:41] <Lecherito> wow
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[21:56:13] <kalle_h> Lecherito: sometimes when I am too drunk
[21:56:30] <Lecherito> isn't the alcohol extremely expensive over there?¿
[21:56:42] <Tomski> Lecherito, i found a 500 pesetas coin
[21:56:48] <kalle_h> Lecherito: It's always too expensive
[21:56:59] <Lecherito> dude, that's 2 pounds
[21:57:03] <Tomski> Im rich!
[21:57:07] <Lecherito> yeeha
[21:57:13] <Lecherito> i got a collection
[21:57:22] <Tomski> half dollars are silly
[21:57:25] <Lecherito> i got every peseta coin
[21:57:33] <Lecherito> and almost every euro coin
[21:57:37] <Tomski> I dont have any canadian dollars though :(
[21:57:48] <Lecherito> just 2€ commemorative missing
[21:57:50] <kalle_h> nearest pub at our office. 7.8euros 0,5l beer
[21:57:51] <Lecherito> ask maximtwo
[21:57:56] <Tomski> hint hint maximtwo
[21:57:59] <Lecherito> wwwwwwwwwwwwtf
[21:58:05] <Lecherito> 8€ 0.5l
[21:58:08] <maximtwo> sorry i was afk
[21:58:28] <ParkourGrip> cant find 4.4.0 download ill continue trying
[21:58:29] <maximtwo> Tomski, i can send you a loonie and a toonie if you want
[21:58:33] <Tomski> ahahahaha
[21:59:20] <Lecherito> i want one of those
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[21:59:34] <maximtwo> they're great
[22:00:02] <Tomski> What do you call a half loonie?
[22:00:13] <maximtwo> two quarters?
[22:00:32] <maximtwo> we dont have a 50 cent piece
[22:00:41] <maximtwo> atleast not in mass circulation
[22:00:53] <Tomski> Are loons that great?
[22:01:02] <maximtwo> i've never seen one
[22:01:07] <maximtwo> i dont know what all the fuss is about
[22:01:09] <maximtwo> *aboot
[22:01:19] <Tomski> Well ill take a glorified duck over the queen
[22:01:30] <maximtwo> the queen is on the other side =(
[22:01:32] <Tomski> I think I can get hung drawn and quartered for saying that
[22:01:35] <Tomski> Oh
[22:01:53] <maximtwo> there's no escaping her
[22:02:17] <Tomski> You got lizzy 2?
[22:02:45] <maximtwo> i think so
[22:03:33] <Lecherito> drag queen?
[22:03:40] <Tomski> off with your head
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[23:45:39] <jeffol> you ever just mush your face in your hands after looking at code all day
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[23:47:21] <kojjootti2> mash? if so: yes.
[23:47:47] <jeffol> yes
[23:47:53] <jeffol> good I am not alone
[23:47:56] * jeffol mashes face
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[23:50:55] <bluszcz> hm, anyone has one idea following piece of code evertime gereates array with size 1 bigger then previously? http://pastebin.com/ipLRJCmC every time there is added extra 'go back ...' element
[23:53:13] <kojjootti2> do you have debugger?
[23:53:25] <bluszcz> menuDest.elements is Array<String>, so I expect after clear to be empty. then do = with another array and at the end adding another elemen. but every time when i change screen - there is added one elem more than expected, 2, 3, 4, 5
[23:54:11] <bluszcz> no, didn't use yet - was more expecting that i am hitting something obviously bad way in libgdx and perhaps can get info here about good pattern...
[23:54:23] <kojjootti2> i'am pretty sure the show()-function gets called twice.
[23:54:59] <Xoppa> why do you use an assignment (=) ?
[23:55:00] <dermetfan> or menuDest.elements is set to something else than sation.exitnodes before being cleared
[23:55:01] <kojjootti2> oh wait. the clear()-call
[23:55:40] <bluszcz> but when screen is show first time, i have one elem extra - which is good. but when i screen to another screen, and setScreen back to this screen - i have two spare elems instead of one, in another iteration 3, 4 and so
[23:55:44] <bluszcz> hm,
[23:56:30] <bluszcz> dermetfan: i don't see anything in constructor... and before i put it to show - it was in contructor, now is only in show
[23:56:54] <bluszcz> kojjootti2: yeah, clear should clear, or i am getting something wrong ;/
[23:57:32] <bluszcz> Xoppa: what are you exactly asking about about? I am storing in another object some array and I want to assing this array to my .elements\
[23:58:00] <dermetfan> you are setting menuDest.elements = station.exitnodes, so if you call menuDest.elements.clear(), it may not actually clear station.exitnodes if menuDest.elements was reassigned
[23:58:24] <Xoppa> why not use that array directly?
[23:58:34] <bluszcz> i don't want to clear station.exitnodes
[23:58:40] <bluszcz> dermetfan: ^^^
[23:58:53] <Xoppa> then you need to copy it, not assign it
[23:59:09] <Xoppa> assign is just copy the reference, not the array
[23:59:26] <bluszcz> hm,
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   October 30, 2014  
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