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[00:03:38] <jeffol> I have an Integer object that was populated from Json, I am trying to cast it as int, and I get an exception that Float cannot be cast as integer D:
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[00:07:22] <kalle_h> jeffol what would you do if you have float and you need to cast it to int
[00:07:37] <jeffol> int x = (int) myFloat;
[00:08:11] <jeffol> I literally can't even cast float myFloat = myIntegerObject; without getting this exception
[00:08:13] <kalle_h> there is you answer
[00:08:17] <jeffol> Its not.
[00:08:29] <jeffol> Its an Integer object with a float value
[00:08:33] <kalle_h> (int)floatValue()
[00:08:49] <kalle_h> Integer object can't have float value
[00:08:56] <jeffol> It does somehow
[00:09:11] <Xoppa> http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/JsonValue.html#asInt--
[00:09:27] <kalle_h> get the float value and cast that to int. That can't be throw exeption
[00:09:57] <jeffol> kalle_h it just did
[00:10:07] <jeffol> int itemId = (int) requirementPair.get(0).floatValue();
[00:10:12] <kalle_h> I think you casted the Float
[00:10:14] <jeffol> requirementPair is an ArrayList<Integer>
[00:10:53] <jeffol> even if I do Integer itemId = requirementPair.get(0); I get java.lang.Float cannot be cast to java.lang.Integer
[00:11:10] <kalle_h> int itemId = (int) (requirementPair.get(0).floatValue());
[00:11:30] <kalle_h> but use the asInt like Xoppa adviced
[00:11:36] <Xoppa> o.O why are you using ArrayList<Integer> in the first place
[00:12:23] <jeffol> Xoppa: my json looks like this: "requirement":[[0,1],[1,1]]
[00:12:49] <Xoppa> so, why does that require ArrayList<Integer>???
[00:13:11] <Xoppa> http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/IntArray.html
[00:13:33] <jeffol> k, I'll try changing it to int[] instead of ArrayList<Integer>
[00:14:57] <jeffol> that fixed it
[00:14:58] <jeffol> Thanks
[00:15:00] <jeffol> doodz
[00:15:48] <jeffol> Xoppa: I guess its a habit from using lists in c# a lot and just avoiding arrays, and Java doesn't allow ArrayList<int>
[00:16:00] <jeffol> Plus it was working fine for me before now
[00:16:05] <jeffol> for some reason
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[00:16:21] <Xoppa> in c# boxing is pretty much as bad as in java
[00:16:23] <jeffol> Actually I think this was my first time using an ArrayList<ArrayList<Integer>
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[00:19:57] <mobidevelop> C# does everything better than Java Xoppa
[00:20:38] <Xoppa> especially bridging with c++ :D
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[00:20:52] <mobidevelop> EVERYTHING
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[00:21:51] <mobidevelop> In C# you can have a List<int>, automatically better
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[00:32:17] <jeffol> thanks again, have a great weekend. see you monday!
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[00:56:33] <ZettaBlade> Happy halloween
[01:01:49] <Lecherito> same there :D
[01:01:53] <Lecherito> even tho we dont celebrate it
[01:02:19] <ZettaBlade> You can use it as an excuse to eat candy
[01:02:21] <ZettaBlade> which it is
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[01:03:30] <Lecherito> i dont need one :D
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[01:17:33] <Lecherito> how can i know wich tile i have my mouse in with a tiled map renderer?
[01:24:47] <Lecherito> I can't make it work with input.x/tileWidth for example
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[01:30:27] <mobidevelop> Try harder Lecherito
[01:30:56] <Lecherito> I've already tried, that's why i came
[01:33:27] <mobidevelop> Did you unproject first?
[01:35:29] <Lecherito> nope
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[01:37:07] <Lecherito> the unproject and projectionMatrix are so confusing to me
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[01:42:54] <Lecherito> yaay it worked
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[01:43:31] <Lecherito> i used stage.screenToStage but i see why it didnt work xDD
[01:45:37] <mobidevelop> Because you broke it
[01:46:05] <Lecherito> break all the things
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[01:51:28] <Lecherito> almost got it!
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[01:55:21] <Lecherito> thanks :D
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[02:01:20] <TEttinger> cool, Lecherito
[02:01:36] <TEttinger> little pervert, or little milk?
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[02:13:59] <Jumblemuddle> At the moment I have 1 large image, which I draw using a SpriteBatch (And give it origin x and y). The image consists of 1 row for each tile type, and each tile type has 8 rotation textures. I know I should be using a texture atlas for performance reasons. Should I have each tiletype as an image in the atlas, or should I have each rotated image in the atlas (And do away with the srcX and srcY)?
[02:21:33] <Jumblemuddle> I can't seem to figure out if a texture atlas would actually perform better than me packing the textures myself, ans using srcX and srcY in my drawing methods.
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[02:45:09] <dauntless26> this.getclass.getclassloader.getresource.getpath is giving me a null pointer exception on android. Any idea why?
[02:45:42] <dauntless26> Parameters omitted for simplicity in this post
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[02:48:59] <cobolfoo> hi ppl
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[03:11:36] <qaisjp> send me a pm if you want a "Inbox" invitation
[03:11:41] <qaisjp> s/a/an
[03:12:51] <LiquidNitrogen> invitation to what?
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[03:13:40] <dauntless26> [21:45] (dauntless26) this.getclass.getclassloader.getresource.getpath is giving me a null pointer exception on android. Any idea why?
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[03:31:09] <TEttinger> dauntless26: I'm sure it has something to do with the classloader working differently with APKs than it does with JARs
[03:31:25] <dauntless26> Yeah i just figured it out
[03:31:39] <dauntless26> Had to use the gdx.files.internal
[03:31:49] <TEttinger> yeah, sounds like the best option
[03:31:54] <dauntless26> Thanks
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[03:46:53] <Jumblemuddle> Would to be a bad idea to use a SpriteCache to draw a dynamic tile map? (e.g. I may have to change it fairly often)
[03:47:59] <Jumblemuddle> At the moment I'm drawing every tile individually based on a 'view distance'. Each tile is taken out of an image with srcX and srcY. What is the fastest way to do this?
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[04:02:15] <cackling_ladies> Jumblemuddle, what's wrong with srcX and srcY? :)
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[04:02:29] <cackling_ladies> though you might as well use an atlas
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[04:34:19] <Jumblemuddle> cackling_ladies: Sorry, delayed response. Would drawing each tile individually each frame not be a major hit on performance? I guess I may be over thinking things.
[04:35:19] <cackling_ladies> Your attempt in optimization will probably slow things down. Here's an illustration loader.prepare(fileName)
[04:35:35] <cackling_ladies> https://www.youtube.com/watch?v=-P28LKWTzrI err wrong copy pasta. Sorry, Jumblemuddle.
[04:36:18] <Jumblemuddle> Probably true... At the moment the game seems slow, but it may not be the drawing that's slow.
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[04:37:32] <Jumblemuddle> Hmm, interesting.
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[04:37:56] <cackling_ladies> are you running on the android simulator? That one's slower than my granpa
[04:38:13] <Jumblemuddle> Nah, running on a linux host
[04:38:25] <Jumblemuddle> I could understand if it were a mobile device
[04:38:45] <cackling_ladies> dunno on that then. On windows the jdk come with a default profiler which's pretty neat to spot bottlenecks
[04:38:49] <Jumblemuddle> Any recommendation of profiling? I've tried visualvm, but couldn't figure it out.
[04:39:11] <Jumblemuddle> You beat me to it. :P
[04:39:19] <Jumblemuddle> I'll look into some other profilers.
[04:40:12] <cackling_ladies> Jumblemuddle, you couldnt figure out the problem, or couldnt figure out visualvm? ;p
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[04:41:19] <Jumblemuddle> I couldn't seem to find a way to make visualvm show me slow methods. :P
[04:41:31] <Jumblemuddle> All I saw were stats on current mem/cpu usage
[04:42:42] <cackling_ladies> sort by CPU usage, the culprit is the hog
[04:43:07] <cackling_ladies> or put your ears against the case and see if hdd spin any faster
[04:43:13] <cackling_ladies> if it is, you have too much IO
[04:44:05] <Jumblemuddle> Well, ssd, so... Fans to kick in, so I'd imagine cpu overuse.
[04:44:11] <Jumblemuddle> I'll try visualvm again
[04:44:49] <TEttinger> might be good to look for a youtube guide on that, it's a weird program, VisualVM is.
[04:44:57] <cackling_ladies> IIRC you can overheat certain linux systems by holding down a key on the keyboard cause of mem leak
[04:45:07] <cackling_ladies> so uh, just run your game in idle? ;p
[04:46:07] <Jumblemuddle> Yeah, if I run the game for awhile idle my system starts to run slow until it crashes and I reboot... I'd imagine some sort of mem leak. Which I'd think java would stop from killing my machine...?
[04:46:15] <Jumblemuddle> TEttinger: good idea.
[04:46:37] <TEttinger> Jumblemuddle, is it doing anything with Threads?
[04:46:51] <cackling_ladies> Jumblemuddle, if you keep declaring new stuff AND HOLD ON TO THEM, you'd still die of mem overflow.
[04:47:10] <Jumblemuddle> TEttinger: nope
[04:47:13] <cackling_ladies> and there are many resource in libgdx that you need to manually dispose
[04:47:15] <TEttinger> garbage collector should get rid of stuff pretty easily
[04:47:26] <TEttinger> except that stuff, yeah cackling_ladies
[04:47:41] <Jumblemuddle> Ya, I'm sure it's some stupid mistake like making new Random's every frame or something.
[04:47:46] <cackling_ladies> though it doesnt consume more CPU tho.
[04:48:13] <Jumblemuddle> I'll go ahead and start crawling through the code for some object that's continually created.
[04:48:13] <cackling_ladies> so if it crash the CPU, you're running more and more things until the eventual crash
[04:48:42] <cackling_ladies> both mem and CPU can be easily tracked by visualvm, give it a shot man
[04:48:54] <cackling_ladies> you use linux, I'm sure you're edgy enough to use it.
[04:49:25] <Jumblemuddle> lol I'm sure I'll find it somewhere.
[04:49:32] <TEttinger> anything that calls "new X" for any value of X in render is bad for performance since it causes the GC to run all the time, stopping processing briefly
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[04:50:11] <cackling_ladies> TEttinger, yeah but that eventually stablize.
[04:50:14] <TEttinger> you don't have to eliminate all those calls, but definitely only a few should be left
[04:51:00] <cackling_ladies> here's a list of things you need to manually dispose https://github.com/libgdx/libgdx/wiki/Memory-management
[04:51:21] <cackling_ladies> note that the list is including-but-not-limited-to.
[04:52:31] <cackling_ladies> like an old car, the engine can fail while going up-hill and you have to regularly reignite just to be sure :)
[04:52:54] <Jumblemuddle> Haha, thanks for the link.
[04:53:49] <dauntless26> Is stepping a b2d world with gdx delta time recommended? Especially for Android?
[04:57:00] <Jumblemuddle> What folder does getAtlas() look in?
[04:59:36] <cackling_ladies> which class, Jumblemuddle?
[04:59:52] <Jumblemuddle> sorry, nvm
[05:00:07] <Jumblemuddle> I should have tried a bit longer before asking.
[05:05:47] <Jumblemuddle> Alright, thanks for all the help, guys. I'm sure I'll be back again soon with another problem. :P
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[05:26:56] <cackling_ladies> http://www.jcreator.com/forums/index.php?showtopic=8142
[05:27:08] <cackling_ladies> if I'm not mistaken, that's a master-degree thesis
[05:27:38] <cackling_ladies> I'm not sure if I should laugh (at him) or cry (for humanity)
[05:29:24] <nick-airhead> cackling_ladies: maybe a mba masters?
[05:29:32] <nick-airhead> or accounting?
[05:29:41] <nick-airhead> something no technical
[05:29:54] <nick-airhead> maybe highschool pratice thesis
[05:30:12] <cackling_ladies> atm simulators cant be highschool practice
[05:30:14] <cackling_ladies> no wai!
[05:31:01] <cackling_ladies> unless its some absurd super sekret german "human engineering" gymnasium I havent heard of
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[05:38:04] <nick-airhead> cackling_ladies do you use proguard?
[05:38:55] <TEttinger> I do, kinda
[05:38:57] <cackling_ladies> nick-airhead, no, why the sudden interest? ;p
[05:39:16] <nick-airhead> cackling_ladies: case i needed some of your code
[05:39:19] <TEttinger> it's very important with scala because the standard lib is huge otherwise, but tiny with proguard
[05:39:22] <nick-airhead> k, thanks
[05:39:37] <nick-airhead> nice
[05:39:48] <cackling_ladies> why'd you need my code o.O
[05:39:52] <nick-airhead> TEttinger: is it pre simple to wire up?
[05:39:58] <nick-airhead> cackling_ladies: i'm joking
[05:40:06] <nick-airhead> *pre = pretty
[05:40:09] <TEttinger> uh... you can find premade templates for libgdx
[05:40:13] <TEttinger> I think
[05:40:17] <nick-airhead> i'm on the wiki
[05:40:19] <nick-airhead> i see it
[05:40:41] <nick-airhead> do i need to download it or can i get it using gradle?
[05:41:02] <nick-airhead> or is in the android sdk already?
[05:41:10] <nick-airhead> https://github.com/libgdx/libgdx/wiki/ProGuard-DexGuard-and-libGDX wiki is weak
[05:42:09] <cackling_ladies> just looked it up
[05:42:28] <cackling_ladies> well tbph, I dont think code size would be of any issues in our industry
[05:42:49] <cackling_ladies> I mean, everything I've written so far is smaller than a texture atlas of one unit
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[05:43:23] <nick-airhead> my game is like 50mb with access
[05:43:24] <cackling_ladies> and what I'm making isnt exactly rocket science nor contain life-critical information
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[05:43:44] <nick-airhead> cackling_ladies: your source code looks pretty clean
[05:43:50] <cackling_ladies> you wrote 50MB worth of code? That's at least one million lines ;p
[05:43:50] <nick-airhead> from what i see
[05:44:06] <nick-airhead> *mostly assets
[05:44:28] <cackling_ladies> yeah, see, proguard is useless regarding asset
[05:45:01] <cackling_ladies> my source code is clean because the classes are largely EMPTY!
[05:45:47] <nick-airhead> nice
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[06:22:34] <superradish> anyone here
[06:23:00] <superradish> naturally i'm new to the channel but have a question regarding libgdx
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[06:56:54] <superradish> i'm impressed
[06:56:59] <superradish> 115 people in the room and not one reply
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[07:00:11] <rockstar8577> my first time back in awhile
[07:02:07] <TEttinger> hey superradish
[07:02:14] <TEttinger> yes there are people here
[07:02:18] <TEttinger> what's your question?
[07:02:26] <TEttinger> #clojure has a routine for this
[07:02:50] <TEttinger> <clojurebot> The Ask To Ask protocol wastes more bandwidth than any version of the Ask protocol, so just ask your question.
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[07:09:19] <Psyfire> Yay, I finally have JUnit and my first unit-test setup on a personal project. :P
[07:09:20] <TEttinger> rockstar8577, you sound familar
[07:09:28] <TEttinger> working on a game?
[07:09:39] <superradish> oh good
[07:09:46] <Psyfire> Yes, though right now I'm mostly in the preperation phase.
[07:10:05] <rockstar8577> Used to be trying my hand at it, but fell out. Motivation dipped
[07:10:11] <Psyfire> Going to try to force myself to do things somewhat 'normal' this time, rather than building everything from scratch
[07:10:14] <superradish> i've got a problem with rendering shaperenderer objects over a tmx map rendered with tilemaprenderer
[07:10:38] <TEttinger> superradish: agh, shaperenderer
[07:10:49] <TEttinger> there's been a lot of questions about that lately
[07:10:52] <rockstar8577> TEttinger, need to find where to start though. Haven't messed with libgdx in awhile
[07:10:58] <superradish> should i be using spriterenderer instead
[07:11:07] <superradish> i do not know why my programmer went with shaperenderer instead
[07:11:31] <TEttinger> no idea, shaperenderer I think might act funny on android, I can't recall the specifics
[07:11:41] <superradish> like i don't care what it renders with i just want my shapes / sprites on top of the map
[07:12:11] <TEttinger> ok, the order in which you render them does matter, but I assume you know that
[07:12:41] <superradish> i have not tried changing the order, i assumed the player object shapes needed to come after the map
[07:13:34] <TEttinger> correct
[07:13:50] <TEttinger> so the thing rendered in the back gets called to render first
[07:14:12] <superradish> in the back?
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[07:14:29] <superradish> right now it's going map > player, does it need to be player > map?
[07:15:16] <TEttinger> no, map then player sounds right
[07:15:27] <TEttinger> can you pastebin the relevant code, like the render method?
[07:15:33] <TEttinger> http://pastebin.com
[07:16:09] <superradish> http://pastebin.com/9FXcTU7v
[07:18:14] <superradish> let me know if you need any of the other pieces of code floating around
[07:19:31] <TEttinger> sure
[07:21:51] <superradish> so anyone here unemployed and looking for a revenue share gig? haha
[07:22:54] <TEttinger> are the blocks shapes, superradish?
[07:23:23] <superradish> truth be told i don't think there ARE blocks at the moment
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[07:23:33] <TEttinger> ok, uh what's not rendering?
[07:23:39] <superradish> the player object
[07:23:47] <TEttinger> ok
[07:24:17] <TEttinger> can you pastebin playerRenderer, superradish
[07:24:19] <TEttinger> ?
[07:24:22] <superradish> yes
[07:25:11] <superradish> http://pastebin.com/6wgUvzeX
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[07:26:08] <cackling_ladies> does creating and holding lots of file handles but do not use them create issues?
[07:27:01] <log`> where are you people located?
[07:27:05] <log`> uts 7 in the morning
[07:27:13] <superradish> pff no it's midnight
[07:27:14] <log`> I'm drunk.
[07:27:23] <superradish> drunk in the morning. nice.
[07:27:25] <TEttinger> ok, uh one minor thing for now, superradish: batch.begin();
[07:27:41] <TEttinger> batch.begin() is expensive to start and stop repeatedly, IIRC
[07:28:07] <superradish> alright
[07:28:20] <superradish> so maybe throw that in the render method?
[07:28:23] <log`> well i didn't get up early in the morning to get drunk I just got home
[07:28:40] <TEttinger> you probably want to have the atlas lookups done very rarely, like once in create
[07:28:41] <log`> but yeah I should probably shut up and not be awake anyemor
[07:28:54] <TEttinger> log`: southern california
[07:29:04] <superradish> hmm
[07:29:14] <log`> ty i was looking at this
[07:29:19] <log`> http://www.timeanddate.com/time/map/
[07:29:32] <log`> to find out where it is midnightt
[07:29:39] <cackling_ladies> TEttinger, atlas lookups? What's going on? Sound like what I'm working on :D
[07:30:20] <superradish> i have this demo with a guy walking around swinging a sword but there's no map
[07:30:23] <TEttinger> cackling_ladies: the issue seems to be that superradish's sprites are not being rendered
[07:30:26] <TEttinger> eh?
[07:30:31] <TEttinger> you mean no player?
[07:30:34] <superradish> so i got the code to render a map
[07:30:48] <superradish> but now the guy (player) isn't appearing over it
[07:31:26] <cackling_ladies> ok so you got the sprites? and draw it? and got nothing? And no errors are thrown?
[07:31:42] <superradish> they aren't being drawn as sprites they're being drawn with shaperenderer
[07:31:43] <TEttinger> it's possible player.getPosition().x is returning something way off-screen
[07:31:49] <superradish> hmmm
[07:31:51] <TEttinger> they're being drawn with batch
[07:31:55] <TEttinger> spritebatch
[07:32:17] <cackling_ladies> try drawing at 0,0 and see if anything show up then
[07:32:25] <cackling_ladies> in libgdx, y axis is UP
[07:32:30] <cackling_ladies> in java, y axis is DOWN
[07:32:48] <TEttinger> http://pastebin.com/6wgUvzeX cackling_ladies, do you see anything egregious?
[07:32:53] <cackling_ladies> I mean, in pure java graphics. Of course libgdx is java.
[07:33:42] <TEttinger> that gets called here http://pastebin.com/9FXcTU7v
[07:34:05] <TEttinger> I can't remember what false does here: camera.setToOrtho(false,w,h);
[07:34:13] <cackling_ladies> this stuff run right? Like blank screen and nothing show up?
[07:34:21] <TEttinger> map shows up, no player
[07:34:28] <superradish> right
[07:34:34] <TEttinger> sounds like the y is reversed
[07:34:34] <superradish> if i remove the map... the player shows up
[07:34:39] <TEttinger> wha
[07:34:50] <cackling_ladies> did you draw map first or player first?
[07:34:52] <superradish> yeah, right in the middle
[07:34:53] <TEttinger> oh, that might be because the map is changing the camera coordinates
[07:35:14] <superradish> is it now
[07:35:17] <superradish> that might be troublesome
[07:35:36] <cackling_ladies> map is changing camera coordinates? =/
[07:35:49] <cackling_ladies> he's using the default tilemap right? why would it?
[07:36:05] <log`> the boolean passed to setToOrtho determines if y is up or down
[07:36:08] <superradish> oh shit
[07:36:12] <superradish> it's happening again
[07:36:23] <superradish> ok so the hero is being drawn below the map but he's like 3 pixels
[07:36:38] <superradish> drawing the map is fucking up the size of the hero
[07:36:50] <TEttinger> a ha!
[07:37:02] <log`> the spritebatch that u render him in needs the projection matrix of the map
[07:37:18] <superradish> i see
[07:37:22] <log`> spritebatch.setProjectionMatrix(camera.combined)
[07:37:25] <log`> try that
[07:37:35] <log`> for the spritebatch that draws the player
[07:37:47] <log`> assuming u have a camera called camera
[07:37:58] <log`> dont listen to me im drunk'
[07:38:09] <superradish> shapeRenderer.setProjectionMatrix(camera.combined);
[07:38:11] <superradish> that one?
[07:38:27] <log`> rather batch i think
[07:38:43] <TEttinger> you're not currently using shaperenderer, it looks like in playerrenderer
[07:38:48] <TEttinger> so set it in batch
[07:39:01] <cackling_ladies> log`, I feel an urge to rewrite my render routine so I get y downward again XD
[07:39:04] <superradish> hm
[07:39:15] <superradish> batch.setProjectionMatrix(camera.combined);
[07:39:18] <superradish> that's already in there
[07:39:25] <superradish> or are you talking about something else
[07:39:26] <log`> hmm then i dont know
[07:39:28] <log`> sorry
[07:39:30] <superradish> i apologize, this is all new to me
[07:40:04] <log`> me too sortof
[07:40:07] <TEttinger> it sounds like there's some projection matrix thing going on
[07:40:14] <log`> i don't see you call that method in http://pastebin.com/6wgUvzeX though
[07:40:21] <TEttinger> that would make the player look far away
[07:40:36] <TEttinger> log`, there's another link
[07:40:47] <TEttinger> http://pastebin.com/9FXcTU7v
[07:40:56] <log`> word
[07:41:13] <TEttinger> line 124
[07:41:20] <log`> yea i see it
[07:41:32] <TEttinger> but it's after the map is rendered
[07:41:43] <superradish> is that the problem
[07:41:55] <TEttinger> maybe, log` might know this
[07:42:10] <log`> nono reeally im not very knowledgable
[07:42:19] <log`> also im severelky inebriate
[07:42:20] <log`> d
[07:42:25] <log`> deverely*
[07:42:33] <log`> s fuck
[07:42:53] <superradish> i feel like the problem is in playerrenderer
[07:43:03] <superradish> but i could be very mistaken
[07:43:16] <TEttinger> log`, this conversation is great though
[07:43:24] <log`> lol
[07:43:39] <TEttinger> you're drunk, I've never used tiled or shaperenderer, and cackling_ladies is rewriting his code
[07:43:54] <cackling_ladies> and its freaking halloween
[07:43:56] <superradish> and i'm a noob
[07:43:59] <log`> :D good times
[07:44:00] <TEttinger> yep!
[07:44:27] <cackling_ladies> and nah I'm not going to rewrite my render code AGAIN
[07:44:45] <superradish> seriously this is driving me crazy
[07:45:03] <superradish> never you mind the xml tiled implementation i have to do after i get this working
[07:45:09] <superradish> right now the tiled is using csv format
[07:45:31] <superradish> i just want my demo so i can recruit a programmer and a few more artists
[07:45:38] <superradish> :/
[07:46:31] <superradish> i figured out part of the problem
[07:46:49] <superradish> batch.begin();
[07:46:49] <superradish> batch.draw(currentRegion, player.getPosition().x, player.getPosition().y, width, height);
[07:46:50] <superradish> if (weaponRegion != null) {
[07:46:50] <superradish> batch.draw(weaponRegion, weaponX, weaponY, weaponWidth, weaponHeight);
[07:46:50] <superradish> }
[07:46:50] <superradish> batch.end();
[07:46:55] <log`> yopu have two *SpriteBatches called batch
[07:47:04] <log`> one in PlayerRenderer and on in your main game class
[07:47:04] <superradish> those width and height variables are the source of the headache
[07:47:16] <log`> try to set the projectionmatrix in playerrenderer
[07:47:21] <log`> instead of thwackgame
[07:47:23] <superradish> i changed the variables and they showed up right
[07:48:01] <TEttinger> ha, woo superradish
[07:48:08] <TEttinger> so it works now?
[07:48:59] <superradish> well
[07:49:00] <superradish> sorta
[07:49:13] <superradish> i'm not sure how to generate the size of the player object properly
[07:49:20] <log`> i think ideally with libgdx you are not supposed to think too much about the pixel sizes of anything, you just set uo your camera to however many opengl units and then make sure everything scales to that
[07:49:44] <superradish> yes, i meant what log just said
[07:49:57] <superradish> setting the pixels myself seems like an unacceptable hack
[07:50:15] <superradish> there's no camera object in playerrenderer, i can't set the matrix there
[07:50:29] <superradish> unless i use a different matrix or add a camera to the playerrenderer class
[07:50:52] <superradish> player.getBounds().setWidth(currentRegion.originalWidth / Constants.PIXELS_PER_METER);
[07:50:53] <superradish> player.getBounds().setHeight(currentRegion.originalHeight / Constants.PIXELS_PER_METER);
[07:50:53] <superradish>
[07:51:00] <superradish> so there's where the problem starts
[07:51:04] <log`> you can pass the ezxisting camera to the playerrendereers constructor
[07:51:10] <superradish> what is currentRegion?
[07:51:11] <log`> and do this.camera = camera
[07:51:57] <superradish> let me try that
[07:52:04] <log`> i'm out of my league but theres usually ppl in here who know stuff
[07:52:39] <log`> but i think a lot of them are euros like me so maybe they are sleeping
[07:52:48] <log`> 8 am
[07:53:15] <superradish> nope passing the camera doesnt fix it
[07:53:20] <superradish> it's that currentregion stuff
[07:53:44] <log`> can you pastebin your player class?
[07:54:08] <superradish> i'll paste the constant instead
[07:54:33] <superradish> http://pastebin.com/tDWrsMM6
[07:54:36] <superradish> that will make more sense
[07:54:47] <superradish> it's taking the currentregion.orginalwidth and dividing it by 32
[07:54:54] <superradish> resulting in an extremely small player image
[07:55:02] <log`> hmm
[07:55:04] <superradish> now as i really a meter is a tile
[07:55:29] <superradish> what's happening is the currentregion isn't getting a definition on how big it is
[07:55:31] <log`> what if you don't divide
[07:55:32] <superradish> in tiles
[07:56:10] <superradish> that would be in the xml, if i had an xml tmx file instead of a csv tmx file, right?
[07:56:21] <log`> no i mean
[07:56:57] <log`> if u set the bounds to just the original width and height of the region
[07:57:10] <log`> and dont divide with the px / m constant
[07:58:04] <superradish> that seems to have done it
[07:58:29] <log`> yeah you're trying to take into consideration something that libgdx handles for you already i think
[07:58:41] <log`> sorry my english ios less than perfect in this state of mine
[07:59:06] <superradish> i didn't even know you weren't a native english speaker until you said that
[07:59:08] <superradish> so... you're fine
[07:59:20] <log`> hah alright thanks
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[08:00:43] <superradish> now he's appearing behind the damn map again
[08:00:47] <superradish> or moving behind it
[08:00:52] <superradish> not to mention how fucking slow he's walking
[08:01:34] <log`> i'd love to be of more help ubt
[08:01:45] <log`> im pretty sure i should go lie dowj
[08:01:48] <superradish> you helped a lot
[08:01:49] <log`> n
[08:01:50] <superradish> thank you sir
[08:02:07] <log`> happy to be of some use
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[08:02:32] <log`> but honestly some of the ppl in here are like wizards w this shit you should ask again when theyre around
[08:02:52] <log`> mobidevelop, kalle_h and mk1 have been super helpful to me in the past
[08:03:07] <log`> other people as well
[08:03:11] <superradish> excellent, i'll keep that in mind
[08:03:33] <superradish> now why is my hero walking so slow
[08:03:38] <superradish> nevermind walking behind the map
[08:03:42] <superradish> gotta get him up to speed first....
[08:04:42] <log`> multiply the LEFT/RIGHT/DOWN/UP vectors with something more than 1 wherever you handle input i guess
[08:06:53] <superradish> how irritating
[08:07:28] <superradish> i'll have to continue this in the morning. it's time for bed
[08:07:36] <log`> same
[08:07:45] <log`> gl hf
[08:07:47] <log`> nn
[08:07:53] <TEttinger> glad you made some progress, superradish
[08:07:59] <TEttinger> thanks for helping drunk, log`
[08:08:12] <log`> haha it was my pleasure
[08:16:23] <rockstar8577> Hmmm any recommendations on guides for libgdx? Getting back into it
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[08:23:31] <LunarPathway> rockstar8577, I always liked Dustin Riley's youtube tutorial series
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[08:24:54] <rockstar8577> Hmm quickly searched. Are they still relevant?
[08:25:16] <rockstar8577> I only ask cause they were 2 years ago. So wouldnt want to learn something that is defuct
[08:25:19] <rockstar8577> defunct*
[08:25:33] <LunarPathway> mostly, although the setup is going to be different now since it was before Gradle (yuck)
[08:25:57] <rockstar8577> i havent used gradle
[08:25:59] <rockstar8577> o.o
[08:26:02] <rockstar8577> Is it bad?
[08:26:16] <LunarPathway> I'd say, find a gradle setup vid and then switch to Dustin's series episode 2-on
[08:26:51] <LunarPathway> I hate Gradle, still can't get it to update
[08:29:12] <cackling_ladies> gradle is good
[08:29:23] <cackling_ladies> it keep non-machocists out of this community.
[08:30:31] <LunarPathway> along with anyone who can't get it to work :\
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[08:39:17] <Paulll> Hey
[08:39:32] <Paulll> where to put compile 'com.google.android.gms:play-services:6.1.+' in build.gradle ?
[08:39:34] <Paulll> for ads
[08:39:50] <Paulll> I can't see the dependencies function in my build.gradle from the android folder
[08:43:42] <cackling_ladies> LunarPathway, I cannot make it to work so I skipped it entirely :(
[08:43:44] <Paulll> hm someone?
[08:44:14] <LunarPathway> make what work?
[08:47:07] <cackling_ladies> LunarPathway, gradle
[08:47:55] <LunarPathway> oh, yeah, one way is to use an old setup-ui jar in a new build jar
[08:48:44] <Paulll> Does anybody here used Google play services with libgdx?
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[10:11:36] <ZettaBlade> Damn, I just got back. For anyone wondering, you can stick the "compile 'com.google.android.gmslay-services:6.1.+'" under dependencies in build.gradle
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[10:27:30] <mobaxe> guys im trying to do lock/unlock my cars with preferences class,i think something but its complicated,anybody have an idea about this ?
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[10:52:19] <ZettaBlade> I think preferences are a horrible way to store user settings
[10:52:34] <ZettaBlade> I'd rather just make a settings object and store it in a json file
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[10:55:10] <ZettaBlade> heck, you could store the car objects inside a class for keeping track of them, then save the current object to a json file and load it again later.
[10:55:21] <ZettaBlade> waaaaay betterthan preferences
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[11:56:00] <InspiredNotion> Morning
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[12:20:25] <megasoft78> hi everyone
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[13:14:36] <adw> hello
[13:16:05] <adw> is anyone here?
[13:18:10] <InspiredNotion> hi
[13:19:46] <adw> hey, there is a lot of name in the list on the right, but its quiet
[13:23:02] <adw> i got some questions about Google play services
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[13:32:39] <InspiredNotion> ok
[13:32:51] <InspiredNotion> havent used it for a while but might be able to help
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[15:29:01] <Webchef> good morning everybody :)
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[15:31:50] <maximtwo> uh oh looks like someone is happy, quick somebody break something in libgdx that derails his work!
[15:32:38] <maximtwo> i nominate SpriteBatch constructor to throw random exceptions
[15:33:06] <Xoppa> +1
[15:33:20] <cobolfoo> 1/10 of the time :)
[15:33:55] <maximtwo> the other 9/10 of the time it throw NotRandomEnoughExceptionException
[15:35:58] <mobaxe> good night :D
[15:36:16] <mobaxe> can i update scene2d label text programatically ?
[15:36:29] <maximtwo> label.setText() ?
[15:36:32] <mobaxe> for example by clicking a button
[15:36:38] <mobaxe> i didint work
[15:37:11] <mobaxe> it
[15:37:29] <maximtwo> did you add a listener to your button and have your verified that the button click is working?
[15:38:48] <Xoppa> o.o is it possible to set scene2d label text *not* programatically? cool
[15:38:57] <Webchef> :)
[15:39:36] <maximtwo> Xoppa, ummm, via memory injection?
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[15:41:19] <Xoppa> sounds like fun
[15:41:33] <maximtwo> definitely easier than .setText()
[15:43:08] <mobaxe> getuserobject and getname didnt work
[15:43:12] <mobaxe> for actor
[15:43:25] <mobaxe> actor.getUserObject() != null && actor.getUserObject().toString().equals("cLabel")
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[15:44:14] <maximtwo> what are you trying to do?
[15:44:47] <maximtwo> why don't you just store the Label as a class member and reference it via it's variable name rather than doing that crazy lookup?
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[15:46:45] <mobaxe> im just trying to update my amount when user bought something
[15:47:15] <mobaxe> my button is a class and i get actors from listeners with event.getStage.getActors
[15:47:47] <mobaxe> extended from Button
[15:48:52] <maximtwo> well i dont have time to get into all of that, sorry
[15:49:05] <maximtwo> you might want to reconsider that architecture though
[15:51:12] <maximtwo> i assure you calling Label.setText() works though
[15:51:25] <mobaxe> http://paste.ubuntu.com/8775413/
[15:51:35] <mobaxe> first if don't work second one is working
[15:52:04] <maximtwo> you're casting a label to a string
[15:52:21] <maximtwo> i dont think that does what you want
[15:52:41] <maximtwo> unless Label overrides toString() and outputs the text of the label
[15:53:13] <Psyfire> http://i.imgur.com/kexFFtH.png Exception in thread "AWT-EventQueue-0" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load shared library 'gdx64.dll' for target: Windows 7, 64-bit
[15:53:26] <Psyfire> I'm getting this error when attempting to run the libgdx tests
[15:53:55] <mobaxe> then don't run tests :d
[15:54:21] <mobaxe> ok it didnt fun at all
[15:55:23] <mobidevelop> Psyfire, did you ant -f fetch.xml?
[15:55:38] <Psyfire> I should be on the latest; as I just cloned it last night. Environment = intellij
[15:55:57] <mobidevelop> cloning doesn't fetch the natives
[15:56:10] <maximtwo> mobaxe, try something like this: http://pastebin.com/KEjxpn74
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[15:56:29] <Psyfire> Hmmm, I thought I ran maven to fetch dependencies
[15:56:37] <Psyfire> Maven should do the same thing as ant right?
[15:56:53] <maximtwo> wait, wow, you're doing really weird stuff mobax
[15:56:58] <maximtwo> you really shouldn't do things this way
[15:57:09] <maximtwo> it makes everything overly complicated and it's going to come back to bite you later
[15:57:11] <maximtwo> (or now)
[15:57:29] <maximtwo> and you're less likely to get help when your code is overly complicated
[15:58:03] <Psyfire> I'll try refetching the dependencies through maven, and if that fails, I'll try the ant thing. @mobidev thank you.
[15:58:24] <mobidevelop> If you are running the gdx tests, you have to do the ant thing
[15:58:30] <mobidevelop> maven won't fetch them
[15:58:37] <Psyfire> I see
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[16:00:28] <maximtwo> hey everybody, Psyfire is afraid of ants!
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[16:01:04] <Psyfire> Well, when you put it that way. One any isn't scary
[16:01:18] <Psyfire> It's when you have several million ants...
[16:01:19] <maximtwo> see he's too afraid to even type ant
[16:01:54] <mobaxe> maximtwo:it didnt work as well, ty for helping , nevermind i'll find a different way
[16:01:55] <Psyfire> Damnit maximtwo, you always have to poke that open wound, don't you. /me runs away crying.
[16:02:06] <maximtwo> it's how i roll
[16:02:34] <maximtwo> mobaxe, rule of thumb: if you find your self doing a lot of casting, you're probably doing something wrong
[16:02:42] <Psyfire> hah
[16:03:08] <maximtwo> unless you're fishing
[16:03:16] <mobaxe> lol :d
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[16:25:32] <Psyfire> Any reccomendations for better windows command prompt?
[16:26:41] <mobidevelop> better than?
[16:27:00] <Psyfire> native
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[16:27:27] <mobidevelop> I use powershell or git bash for all my command prompt needs
[16:28:02] <Psyfire> cool, I'll look into it.
[16:28:10] <Psyfire> thanks
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[16:48:05] <mobaxe> hey me again, im looking for shared preferences,but i dont see my package name in the list
[16:50:21] <mobidevelop> O.o
[16:50:31] <mobaxe> :P
[16:50:56] <mobaxe> http://stackoverflow.com/questions/2566430/sharedpreferences-file im following this
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[16:52:14] <mobidevelop> Install your app
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[16:53:36] <mobaxe> i run it via eclipse and stores my high score but i don't see it
[16:54:41] <mobidevelop> What are you running it on? If you don't have root access, you cannot access that directory from outside of your app.
[16:56:06] <mobaxe> you mean phone ?
[16:56:24] <mobidevelop> yes
[16:56:28] <mobaxe> nexus 5
[16:56:42] <mobidevelop> is it rooted?
[16:57:22] <mobaxe> nop btw i can see some apps i.e youtube viber hill climb game etc.
[16:58:08] <mobidevelop> Welp, that's where they are stored. Not much anyone can do for you if you aren't seeing it.
[16:59:56] <mobaxe> damn :( ty
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[17:11:31] <_theone> Hello, can anyone explain to me why 1,089KB map.g3db + 3 textures totaling (17kb) exceeds 20MB heap?
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[17:15:04] <mobidevelop> 17kb on disk says nothing about the in memory size
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[17:15:54] <_theone> Dimensions are 64x64
[17:17:04] <nexsoftware> Why don't you look at a profiler to see what is using the heap?
[17:17:37] <_theone> The test i'm running is the following two lines of code
[17:18:01] <_theone> Assets.load("models/map01.g3db", Model.class); Assets.finishLoading();
[17:18:21] <_theone> on init
[17:18:24] <nexsoftware> Again, use a profiler.
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[17:19:22] <nexsoftware> My guess is you have a ton of vertices in that g3db file
[17:19:58] <_theone> What would you consider a ton?
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[17:21:14] <nexsoftware> Well, how many do you have? We can dance around it if you prefer.
[17:21:44] <_theone> 15366
[17:24:22] <nexsoftware> OK, multiply that by the number of floats per vertex, then the number of bytes per float
[17:25:43] <nexsoftware> Then double it, then multiply by the wind speed (if it is to the south)
[17:25:56] <_theone> 74,970 floats
[17:25:57] <nexsoftware> Long story short, use a profiler.
[17:26:05] <nexsoftware> :)
[17:26:32] <nexsoftware> By the way a 20mb heap is nothing
[17:27:29] <_theone> App works on my 2nd gen phone ... but not low end 2nd gen.... im trying to support as many devices as possible
[17:27:52] <nexsoftware> By 2ng gen you mean?
[17:28:01] <_theone> 2nd gen android devices
[17:28:03] <nexsoftware> 2nd
[17:28:05] <nexsoftware> Meaning?
[17:28:16] <nexsoftware> 2nd gen was 2009
[17:28:33] <_theone> 3 year old devices
[17:28:48] <nexsoftware> OK, then use a profiler
[17:28:54] <_theone> lol...
[17:29:01] <nexsoftware> Why do people refuse to do that?
[17:29:16] <nexsoftware> We can guess at what is using memory all day long
[17:29:22] <_theone> "OK, multiply that by the number of floats per vertex, then the number of bytes per float " was helpful thanks
[17:29:53] <_theone> It answered my original question why would a 1mb g3db file consume so much memory
[17:30:10] <nexsoftware> The part about using a profiler is the more helpful part though :P
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[17:31:52] <_theone> Which one do you prefer? DDMS doesn't help if it can't load the first two lines of code
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[17:34:06] <nexsoftware> Well, if it can't load the file it can't load the file and you know exactly what is using too much memory.
[17:34:39] <_theone> @nexsoftware
[17:34:39] <_theone> so you might have just answered your question: Why do people refuse to do that? lol
[17:35:09] <_theone> I already knew it was my map... was just trying to understand why such a small file would consume that much memory
[17:35:54] <_theone> libgdx ppl so disgruntled all of the time... wonder if the same is true over at unity community
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[17:38:41] <maximtwo> well when people have nails and a hammer but use their face to smash the nail into wood we just facepalm
[17:38:51] <maximtwo> and it gets old after a while
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[17:38:53] <maximtwo> oh and he left
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[17:48:50] <munumnu> hi, is there a way to use ParticleEmitterBox2D with ParticleEffect?
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[17:56:29] <superradish> hello fellow human beings
[17:56:32] <superradish> is anyone here
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[18:01:10] <superradish> i've got some issues i could use help with if anyone is bored
[18:01:26] <nexsoftware> Uh oh, everyone hide!
[18:01:26] <superradish> working on getting a demo going for my game - i had to take over the project because my programmer ran out of time for the time being
[18:01:41] <superradish> inorite
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[18:02:10] <superradish> basically my player object (shaperenderer) is moving wicked slow
[18:02:16] <superradish> and he walks behind the map when he finally gets there
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[18:02:39] <maximtwo> did you forget to set the projection matrix of the shape renderer?
[18:02:45] <nexsoftware> Needs more code
[18:03:06] <superradish> didn't forget - it didn't seem necessary as it didn't fix the problem
[18:03:46] <superradish> https://github.com/derickson82/thwack
[18:03:51] <superradish> for anyone interested in looking.
[18:04:46] <superradish> thwackgame is where the render method is called, playerrenderer is where the player render methods are
[18:07:02] <superradish> or i could pastebin it. i really don't know what the best way to go about this is
[18:07:23] <nexsoftware> First you should define what is wicked slow
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[18:07:44] <superradish> like you hold down the button and he'll move a pixel every 10 seconds or so
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[18:09:22] <nexsoftware> What's the delta time you are seeing?
[18:10:08] <nexsoftware> And why do you render the player before the map?
[18:10:20] <superradish> i thought i was rendering the player after the map
[18:10:31] <superradish> that's problematic
[18:11:07] <superradish> i confess i don't see the delta time, it's only there when getDeltaTime is called
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[18:12:03] <superradish> yeah in create() on the thwackgame, the map renderer is before the player shapererenderer - is it still coming before somehow?
[18:12:17] <superradish> oh i see
[18:12:32] <superradish> one moment
[18:13:12] <superradish> ok that fixed the behind the map issue, thank you
[18:13:15] <superradish> now for his speed
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[18:13:26] <superradish> can i set the delta time, or interact with it in a way that makes it work with the map?
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[18:16:00] <superradish> the player used to move at the proper speed until i added the map
[18:16:05] <superradish> then he slowed down
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[18:25:33] <nexsoftware> Print the delta time to console to see if it is low render speed or low move speed
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[18:25:56] <nexsoftware> Or both
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[18:45:06] <superradish> the delta time appears to be 0
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[18:48:20] <superradish> no it's just extremely small
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[18:56:05] <nexsoftware> superradish: that's good, that means you have a logic error
[18:56:26] <nexsoftware> Which is better than poor performance
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[18:59:28] <Kuhmaus> Will there be support for opengl es 3.1?
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[19:12:16] <superradish> so.. how do i fix said logic error
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[19:14:05] <InspiredNotion> hello..
[19:14:29] <InspiredNotion> got an issue when importing a project to eclipse on linux.. anyone want to help :)
[19:14:52] <InspiredNotion> throws this issue: /home/notion/repos/jumpfatguy/desktop/.classpath (No such file or directory)
[19:14:53] <InspiredNotion> Could not execute build using Gradle distribution 'http://services.gradle.org/distributions/gradle-1.10-all.zip'.
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[19:15:38] <InspiredNotion> any ideas?
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[19:25:48] <nexsoftware> superradish: you figure out where your movement logic is wrong
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[19:32:20] <superradish> i haven't found the movement logic yet
[19:32:27] <superradish> i found where the speed of the movement animation is but not the logic
[19:34:58] <nexsoftware> Player#update, you have very very low velocity I'm guessing.
[19:35:51] <nexsoftware> You look to be using "pixels" for rendering but your units for logic are something else.
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[19:39:01] <superradish> hmm... they're meters, or were - how do i change the rendering logic for the tile map to use 32 pixels per meter?
[19:39:15] <superradish> that would make things much better actually, i had to argue with the code to get it to work in pixels
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[19:43:19] <vaxquis> hiya Xoppa.
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[19:43:52] <vaxquis> I've got a question about Bullet wrapper, if You have few spare seconds.
[19:44:00] <Xoppa> hiya
[19:44:36] <vaxquis> namely, adding onContactAdded with btCollisionObject works OK for me,
[19:45:11] <vaxquis> but adding any kind of onContactAdded with btCollisionObjectWrapper in its signature results in MSVC exception thrown.
[19:46:04] <vaxquis> no stacktrace, no message, nada. --------------------------- Microsoft Visual C++ Runtime Library --------------------------- Runtime Error! Program: X:\develop\Java\jdk-8u5-windows-i586\bin\java.exe This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. --------------------------- OK ---------------------------
[19:47:19] <nexsoftware> superradish: when you create the map renderer, pass 1/32f as the second parameter
[19:47:22] <Xoppa> native errors dont provide a decent error message. If you´re adventurous then you can try adding debug info https://github.com/libgdx/libgdx/wiki/Bullet-Wrapper---Debugging
[19:47:31] <vaxquis> https://gist.github.com/vaxquis/e243c3f70d572cf88f29
[19:47:39] <Xoppa> but since it isnt a known problem its likely something with your setup or code
[19:47:56] <vaxquis> Xoppa: is the code in the gist attached OK by itself?
[19:48:02] <Xoppa> no
[19:48:44] <Xoppa> at least, it depends on the actual usage, but in practice you should never ever ever initiate bullet variables while declaring them
[19:48:51] <Xoppa> never
[19:48:52] <Xoppa> ever
[19:49:26] <Xoppa> check http://blog.xoppa.com/using-the-libgdx-3d-physics-bullet-wrapper-part1/ where i explained these kind of things
[19:49:33] <vaxquis> Xoppa: I know that.
[19:49:39] <vaxquis> I meant the actual implementation of onContactAdded
[19:49:40] <vaxquis> .
[19:50:12] <Xoppa> which actual implementation? the ¨return true;¨ line?
[19:50:40] <nooone> lol
[19:50:51] <vaxquis> yup. using return super.onContactAdded( ... ); caused exceptions on my box.
[19:51:21] <vaxquis> most Java code I've seen can safely return super on the end of the overriding call.
[19:51:29] <vaxquis> wasn't the case with ContactListener AFAIR.
[19:52:40] <Xoppa> correct, you cant call a pure virtual method (which would be the same as calling a method on a interface without implementation), but i understand that´s indeed a bit different because its c/c++
[19:53:25] <vaxquis> that's a good reason for return super causing crashes indeed.
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[19:54:37] <vaxquis> still, I'm surprised that while btCollisionObject methods work perfectly, btCollisionObjectWrapper ones crash doesn't even providing a stack dump.
[19:54:54] <vaxquis> *not even providing
[19:55:28] <Xoppa> like said, the natives dont contain debug information so they cant provide debug information. Sound like you are using old natives perhaps, but thats just a wild guess
[19:58:40] <vaxquis> BTW, when I submit a code patch to libGDX trunk, should/can my code use Java's Collections (HashMap/HashSet, specifically), or should I use com.badlogic.gdx.utils replacements (ObjectMap/ObjectSet)? Also, why doesn't they (libGDX set/map/array etc) implements common Java Collection interfaces (Set/Map/Collection), only Iterable<>? It makes switching implementations between particular classes quite difficult...
[19:59:31] <nooone> you should use the libgdx "collections"
[19:59:56] <nooone> and I think the most important reason they don't implement the interfaces is because of the primitive variants
[19:59:57] <Xoppa> no, yes. because the interfaces imply ineffecient implementations
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[20:02:01] <vaxquis> Xoppa: by "inefficient", you mean...?
[20:02:10] <vaxquis> we could always just throw UnsupportedOperationException on those parts of the interfaces we don't need/want.
[20:02:24] <vaxquis> and that would still allow people to switch between them more easily.
[20:02:35] <nooone> it's not possible with the primitive implementations
[20:02:52] <Xoppa> :D throwing not supported exception would defeat the purpose of an interface
[20:03:28] <Xoppa> anyways, nates has explained this choice quite a lot, i´m sure a search (on the issue tracker perhaps) will help give you more insight
[20:04:05] <vaxquis> if I'd knew it's nates decision, then I wouldn't even bother asking.
[20:04:18] <nooone> https://github.com/libgdx/libgdx/issues/2359
[20:05:12] <vaxquis> thanks for the link, nooone, I see I wasn't the first person to think about it...
[20:14:40] <superradish> nexsoftware: that worked sorta
[20:14:51] <superradish> the map is now as small as the player was originally
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[20:37:48] <abs25> where can I find : data/shaders/batch.vert?
[20:38:22] <nexsoftware> In data/shaders/batch.vert
[20:38:23] <Xoppa> https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests-android/assets/data/shaders/batch.vert
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[20:50:45] <megasoft78> hi everyone
[20:51:13] <megasoft78> @Xoppa, I'm still trying to make that shader to work
[20:51:27] <megasoft78> any new idea on how to unpack color?
[20:51:38] <megasoft78> I found a function that maybe can help
[20:51:51] <megasoft78> floatBitsToInt
[20:52:05] <megasoft78> it seems to be build in
[20:52:58] <Xoppa> i dont think that glsl supports that method, only java supports that (and spritebatch uses it to pack the data)
[20:53:09] <Xoppa> anyways, back in a few minutes, need to reboot
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[20:53:59] <megasoft78> ok
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[21:01:44] <log`> come on down to harmontown
[21:01:48] <log`> turn that frown upside down
[21:01:56] <log`> pee is yellow, poop is brown
[21:02:02] <log`> come on down to harmontown
[21:02:29] <superradish> xoppa sir
[21:02:34] <superradish> you seem to be the one to ask
[21:02:48] <nexsoftware> Xoppa left
[21:02:56] <Xoppa> ask what?
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[21:03:06] <superradish> or both of you, lol
[21:03:08] <nexsoftware> Oh, he's back!
[21:03:16] <nexsoftware> Out hero
[21:03:17] <GhostNr1> Evening all
[21:03:20] <nexsoftware> Our
[21:03:34] <superradish> i've got a map and a player that i can render at pixel size normally but the movement engine is making it move very slow
[21:03:47] <superradish> so i render them at the proper size which is 32 pixels to the meter, but it makes everything ridiculously small
[21:03:53] <nexsoftware> Never use pixels
[21:03:57] <nexsoftware> Fix your camera
[21:04:06] <superradish> fix how
[21:04:29] <nexsoftware> Make its viewport use "meters"
[21:05:22] <superradish> let me see if i can figure that out
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[21:09:11] <superradish> yeah i'm just using the othographiccamera default constructor, which makes it pixel perfect as i understand
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[21:15:39] <nexsoftware> I told you to use the constructor which takes a unit scale
[21:15:43] <abs25> I guess shaders dont work well with shapeRenderer?
[21:15:52] <nexsoftware> Why wouldn't they?
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[21:16:25] <abs25> v(`_`)v my shapeRenderer objects are suddenly not being rendered with alpha channel
[21:17:05] <nexsoftware> Maybe you disabled blending
[21:21:17] <abs25> nexsoftware, "Gdx.gl.glEnable(GL20.GL_BLEND);"
[21:22:21] <abs25> but now I am using spritebatch
[21:22:23] <abs25> and its not working
[21:22:24] <nexsoftware> If blending is enabled, and it works with the normal shader, then your shader is at fault.
[21:22:55] <abs25> even when I am not using shader, when I just begin and end batch it happens
[21:23:51] <Xoppa> perhaps pastebin relevant code
[21:24:02] <nexsoftware> Not sure what "it" means, but without code or more descriptive problem statements nobody can help
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[21:26:48] <abs25> Xoppa, nexsoftware http://pastebin.com/DdnJfcjd
[21:27:34] <Xoppa> call glenable after batch.end
[21:28:13] <abs25> what for is batch.enableBlend?
[21:28:50] <Xoppa> the opengl state isnt managed, you´re supposed to take care of that
[21:29:10] <abs25> each frame?
[21:29:29] <Xoppa> continuously
[21:30:35] <abs25> where can I learn more about shaders?
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[21:31:49] <Xoppa> https://github.com/mattdesl/lwjgl-basics/wiki
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[21:51:13] <vaxquis> Xoppa, I've managed to pinpoint the source of the ContactListener bug - sort of - and I'm not convinced it's on my side at all...
[21:51:31] <vaxquis> after the onContactAdded() with btCollisionObjectWrapper,
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[21:51:44] <vaxquis> (which, by the way, works OK),
[21:52:09] <vaxquis> there's a free() call for both btCollisionObject-s
[21:52:49] <vaxquis> it triggers an exception,
[21:53:18] <Xoppa_> ok
[21:53:29] <vaxquis> one saying that the C++ destructor is not public.
[21:53:55] <Xoppa_> so you did add debug info?
[21:54:36] <vaxquis> I wasn't able to compile libgdx's bullet on my box - I'm still using XP, Studio 2013 doesn't work on it.
[21:54:54] <vaxquis> a 32-bit debug dll for bullet would do the trick for me, though...
[21:55:13] <vaxquis> OTOH, the exact reason for the crash is the exception thrown by libGDX
[21:55:27] <vaxquis> @Override public void dispose () { if (refCount > 0 && Bullet.useRefCounting && Bullet.enableLogging) Gdx.app.error("Bullet", "Disposing "+toString()+" while it still has "+refCount+" references."); disposed = true; delete(); }
[21:55:37] <vaxquis> nope, not this one...l
[21:55:52] <Xoppa_> please link to github instead pasting in the channel
[21:56:39] <vaxquis> I thought I had the link in clipboard *sigh*
[21:56:40] <vaxquis> https://gist.github.com/vaxquis/3cd8dca94e0120f197e1
[21:57:12] <vaxquis> it's this exact exception in this exact place, after it everything goes to hell.
[21:57:31] <vaxquis> throw new UnsupportedOperationException("C++ destructor does not have public access");
[21:57:32] <Xoppa_> then dont call that method
[21:57:42] <vaxquis> I'm not calling it. *sigh*&
[21:58:03] <vaxquis> it's called by libGDX/SWIG after exiting from onContactAdded(btCollisionObjectWrapper)
[21:58:30] <Xoppa_> it didnt last time i checked it and nothing changed after that
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[21:59:02] <vaxquis> the exact stack goes like this:
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[22:00:02] <vaxquis> exit from onContactAdded() -> btCollisionObjectWrapper.free() -> BulletBase.dispose() -> btCollisionObjectWrapper.delete() -> "C++ private" exception thrown
[22:01:33] <vaxquis> I don't know *why* it happens (mainly because I'm not the person who created the Bullet wrapper), but it *does* happen, and it *does* happen outside of any of my local code.
[22:02:06] <vaxquis> it happens entirely in libGDX/SWIG, after returning from my code and before entering it again.
[22:02:40] <Xoppa_> which version are you using
[22:02:45] <vaxquis> 1.3.1
[22:04:08] <Xoppa_> please verify that you own the wrapper
[22:04:45] <Xoppa_> Gdx.app.log(¨Test¨, ¨own = ¨+wrapper.hasOwnership());
[22:06:08] <vaxquis> hasOwnership() true for both obj wrapper 0 and 1.
[22:06:32] <vaxquis> BTW the reason for no stack trace was apparently the fact that while there's a Java exception thrown during JNI execution, it propagates to MSVC causing a terminate call, which doesn't emit anything useful, no stack etc.
[22:06:46] <vaxquis> or so it seems.
[22:06:46] <Xoppa_> on which device?
[22:06:51] <vaxquis> desktop.
[22:06:57] <Xoppa_> using gradle?
[22:07:00] <vaxquis> yup.
[22:07:10] <vaxquis> XP SP3, Java 8u5
[22:07:23] <vaxquis> happened on Win7 with newest Java 8 too, though.
[22:08:46] <vaxquis> both wrapper pointers are referencing valid objects, and swigCMemOwn is true on delete() call.
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[22:10:39] <Xoppa_> ow, thats probably the same as https://github.com/libgdx/libgdx/issues/2283
[22:10:56] <Xoppa_> just update to latest version
[22:12:11] <behr> Im having problems with json not working, in my IDE I keep getting coding errors underlined even though its tutorial code. Anything wrong with this? http://pastebin.com/AGsAN4X8
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[22:14:23] <Lecherito> behr "font": { "file": "fonts/font.fnt" }, see the last comma
[22:16:01] <behr> OK, if I remove that trailing comma, I end up with an error on line 6 saying "expected json literal but found indent"
[22:20:01] <Lecherito> im not sure if "font" must be without ""
[22:24:01] <vaxquis> I've done a clean build vs 1.4.1, and it's still there, https://gist.github.com/vaxquis/101afb1f46af2f56ed13
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[22:27:11] <munumnu> can i change the contactfilter for a single box2dlight? I only found the static setContactFilter for all lights.
[22:28:19] <ASneakyFox> on scene2d.. whats the difference between a capture listener and a regular listener? they both seem to fire on the same events
[22:29:33] <nexsoftware> capture listeners get first look at events on children
[22:31:00] <ASneakyFox> i see, thanks
[22:32:28] <Xoppa_> vaxquis, i can´t test atm but like said, last time i checked that method it did work and nothing has changed. E.g. I use that method in the tutorial http://blog.xoppa.com/using-the-libgdx-3d-physics-bullet-wrapper-part1/ and i use that code https://github.com/xoppa/blog/blob/master/tutorials/src/com/xoppa/blog/libgdx/g3d/bullet/collision/step5/BulletTest.java#L46 to check changes before committing them.
[22:32:58] <Xoppa_> If you are sure that you found a bug not caused by your setup/code then please consider filing an issue.
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[22:34:49] <vaxquis> Xoppa: Hm. I assume that we can't allow Java code to take ownership of btCollisionObjectWrapper instances, because we can't destroy them properly with JNI due to non-public C++ destructor, is that right or am I missing something?
[22:37:17] <Xoppa_> the bullet wrapper doesnt restrict taking ownership. You should only own objects that you created. You cant create a btCollisionObjectWrapper because it cannot be instantiated on heap. Not sure if thats what you mean though
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[22:40:40] <vaxquis> Hm. So it's kind of weird that I get hasOwnership() == true for both of them, right? I checked the constructor, they are both constructed with cMemoryOwn == false...
[22:40:54] <vaxquis> I hate tracking code demons.
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[22:42:23] <vaxquis> Hm. And then, in obtain() they get reset to own == true.
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[22:48:09] <vaxquis> Xoppa: adding `colObj0.releaseOwnership(); colObj1.releaseOwnership();` before returning from onContactAdded() "fixed" the problem, in the sense that the code now works... any idea *why* obtain gives me the ownership even if it breaks everything?
[22:48:36] <Xoppa_> you never call obtain yourself
[22:48:58] <Xoppa_> *should
[22:49:08] <vaxquis> I never called it!
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[22:49:29] <Xoppa_> then why do say it gives you ownership?
[22:49:31] <vaxquis> it is called in the libGDX/SWIG code, I only traced the call as the source of problems here.
[22:49:55] <Jumblemuddle> Is there any easy way to use an ExtendViewport and have it center on the screen? It works great for my menu, but it's always anchored to the bottom-left.
[22:52:25] <aegamesi> Is there any perfect way to center some text from a bitmapfont? Subtracting/adding width/height divided by 2 is always slightly off
[22:53:15] <Xoppa_> vaxquis, the obtain method has the last argument to specify whether own should be set or not, if you look at this (large) file https://raw.githubusercontent.com/libgdx/libgdx/master/extensions/gdx-bullet/jni/swig-src/collision/collision_wrap.cpp and search of the onContactAdded, then you´ll see that it calls gdx_obtainbtCollisionObjectWrapper with the last argument set to false.
[22:54:46] <vaxquis> http://snag.gy/7bBoj.jpg
[22:55:16] <vaxquis> I'm not lying, I have it set to 'true' during my obtain calls.
[22:56:19] <vaxquis> that obtain() resets the ownership to true, and that's the reason why delete() fails with an exception breaking everything.
[22:56:28] <vaxquis> I still haven't a slightest idea why.
[22:56:33] <Xoppa_> like said, if you are certain that you found a bug not caused by your setup/code then consider filing an issue. I can´t test atm, but I can assure you that it is tested. If you do file an issue, I´d need to be able to reproduce it though.
[22:57:59] <Xoppa_> why do you need the btCollisionObjectWrapper anyway?
[22:59:38] <vaxquis> I believe You it's tested, because I've seen Your test code. Also, I'm quite sure it works for most of the people, making this whole mess is kind of suspicious. Still, it goes wacky for me. Thanks for your help, I'll try to create a SSCCE as a reproduction case and submit an issue if I don't get the solution myself in the nearest couple of days...
[23:00:09] <vaxquis> Xoppa: for btAdjustInternalEdgeContacts
[23:00:56] <vaxquis> otherwise I'd just go with the regular btCollisionObject methods and leave this whole problem alone for future generations.
[23:01:31] <nexsoftware> Xoppa_, what's the status of this? https://github.com/libgdx/libgdx/pull/2490
[23:01:56] <Xoppa_> nexsoftware, its waiting for mario
[23:02:05] <nexsoftware> That Mario
[23:02:41] <Xoppa_> btw, that other pr about that new file format is also waiting for mario
[23:03:31] <nexsoftware> Which one is that?
[23:03:47] <nexsoftware> Oh, KTX?
[23:04:15] <nexsoftware> Yeah, I'm not touching that one
[23:04:24] <Xoppa_> vaxquis, probably would be a good use-case to leave entirely in native instead of bridging for every pair.
[23:04:33] <Xoppa_> nexsoftware, yeah that one :D
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[23:07:24] <vaxquis> yeah, I thought exactly that the first time I tried to figure how to use it... it's delegating the call from Java (app) to native (step) to Java (onContactAdded) to native (btAdjustInternalEdgeContacts)... that's like asking for trouble by itself IMO.
[23:08:19] <vaxquis> having a 100% native solution with automagic adjustment would be the best option here as far as I'm concerned...
[23:09:34] <vaxquis> I can go as far as to award five internets in working condition to everybody who manages to put that into trunk.
[23:09:42] <vaxquis> Or a cookie.
[23:10:12] <vaxquis> http://sd.keepcalm-o-matic.co.uk/i/keep-calm-and-give-me-a-cookie-7.png
[23:10:32] <Xoppa_> it certainly shoudnt be asking for trouble, afaik a few people have implemented it without problems before (using the wrapper)
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[23:11:28] <Xoppa_> consider filing a feature request for full native implementation, it will probably not before next bullet release, because i´m half-way updating
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[23:12:42] <vaxquis> http://s.hswstatic.com/gif/murphys-law-5.jpg
[23:13:15] <vaxquis> "Every additional line of code increases the chance of encountering a demonic bug in the code exponentially."
[23:14:10] <vaxquis> btw, should FR be sent using github issue tracker, or some other way?
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[23:14:47] <Xoppa> https://github.com/libgdx/libgdx/issues/new
[23:15:37] <Xoppa> https://github.com/libgdx/libgdx/labels/enhancement
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[23:31:02] <Lecherito> I just saw a channel in archves from irccloud named #TomskiIsLame lol
[23:31:24] <Tomski> lol
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[23:31:40] <erkan_> hi guys, i am started using scene2d.ui, how can I layout actors in a table ? is there a good tutorial of some sort that show how the alignment works?
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[23:31:55] <Lecherito> hahahaha
[23:32:27] <Lecherito> erkan_: https://github.com/EsotericSoftware/tablelayout this can do the trick
[23:32:45] <erkan_> I tried this[http://hastebin.com/pomuluxija.avrasm] but two images sit at the center.
[23:32:54] <erkan_> lemme take a look Lecherito
[23:33:47] <Lecherito> like table.add(button).bottom().left();
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[23:36:46] <erkan_> hmm, hey Lecherito what would you expect from this code ? http://hastebin.com/ebugohopeb.avrasm
[23:40:18] <nexsoftware> one row, with two buttons, having 30 pixels of padding around them, centered
[23:41:32] <nexsoftware> you are aligning them at the bottom-left(or right) or their cell, but the cells tightly wrap their contents
[23:41:35] <erkan_> nexsoftware, hmm this is exactly the case :D http://imgur.com/fROqy3g
[23:42:08] <nexsoftware> set the cells to expand and it will push them out to the bottom and sides
[23:42:09] <erkan_> to be able to align cells at the table?
[23:42:55] <erkan_> that works nexsoftware thank you!
[23:43:43] <munumnu> can i somehow trigger a collision invalidation on a box2d body? I want to force a call to ContactFilter.shouldCollide again
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[23:50:44] <vaxquis> Xoppa, I've pinpointed the source of the bug.
[23:50:47] <vaxquis> https://github.com/libgdx/libgdx/issues/2535
[23:50:54] <vaxquis> It's Java 8. *sigh*
[23:51:17] <vaxquis> JDK 6 & 7 make onContactAdded work without slightest issues.
[23:51:24] <vaxquis> dunno why, though.
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[23:53:11] <Jumblemuddle> How can I implement FitViewport style resizing while using a 2d camera?
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[23:56:50] <munumnu> nevermind i found it. You can simply call refilter on the body fixture
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   November 1, 2014  
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