Switch to DuckDuckGo Search
   November 10, 2015  
< | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | >

Toggle Join/Part | bottom
[00:00:16] <Adnn> there are some examples on the internet
[00:00:26] *** mikkeluk has quit IRC
[00:00:52] <Adnn> Ghandhikus, like this one https://github.com/libgdx/libgdx-demo-superjumper
[00:01:23] *** mikkeluk has joined #libgdx
[00:01:32] <Ghandhikus> >~20 classes in single package
[00:01:35] <Ghandhikus> >properly made
[00:02:15] <EvilEntity> heres an improperly made one https://github.com/piotr-j/Super-Flying-Gentlemen
[00:02:46] <Adnn> Well you can copy the classes in separate packages on your PC after you download it, and it will become properly made.
[00:03:11] <Ghandhikus> just forget it Adnn
[00:04:09] <Ghandhikus> the code looks like a mess EvilEntity
[00:04:51] <EvilEntity> no shit
[00:04:58] <Ghandhikus> ( ͡° ͜ʖ ͡°)
[00:05:29] <Adnn> I should be studying now but because I'm stuck with some misbehaviour from scene2D I will fail
[00:07:22] <EvilEntity> Adnn, you didnt set the viewports correctly, thats most likely cause
[00:08:16] <Adnn> I've added the viewport.update() method in the resize method of the screen
[00:08:21] <Adnn> The stage has that viewport
[00:08:40] <Adnn> However I have two viewports one for pixels and one for meters
[00:08:51] <Adnn> but they're totally separate I'm sure they're not interfering
[00:09:50] *** mikkeluk has quit IRC
[00:09:51] <Ghandhikus> they don't
[00:11:24] *** mikkeluk has joined #libgdx
[00:18:00] *** Oebele_ has joined #libgdx
[00:18:15] <Adnn> Ghandhikus, if you want to write some clean game code you should probably use Ashley
[00:18:24] <Adnn> In my opinion
[00:18:28] <Ghandhikus> i use my own version of ashley
[00:18:52] <Adnn> Alright
[00:20:35] *** mikkeluk has quit IRC
[00:20:36] *** Oebele has quit IRC
[00:20:50] <jeffol> is she pretty
[00:21:24] *** mikkeluk has joined #libgdx
[00:21:36] <Ghandhikus> if you like to listen to her events then yes ( ͡° ͜ʖ ͡°)
[00:23:52] *** Symatiks has joined #libgdx
[00:24:05] <Adnn> EvilEntity, I just set my viewport to Gdx.graphics.getWidth() and height() and everything is working fine. Any idea what I should do if I want to set my viewport to other than that ? :(
[00:24:53] <EvilEntity> read the wiki
[00:26:21] *** Ange_blond has quit IRC
[00:30:14] *** mikkeluk has quit IRC
[00:31:29] *** mikkeluk has joined #libgdx
[00:39:27] *** jigidust has quit IRC
[00:41:19] *** intrigus has quit IRC
[00:41:29] *** m_mik has joined #libgdx
[00:41:35] <Adnn> Well, done. I've also created a Group, added an input listener to it containing System.out.println("group actor pressed"), and it's being called correctly within the bounds... I'll try some more stuff though
[00:42:45] <Adnn> Nvm I was wrong
[00:42:54] *** ZeroSkewl is now known as Wyzeman
[00:42:58] *** mikkeluk has quit IRC
[00:44:34] <EvilEntity> wheres resize(int, int) in that paste you posted?
[00:45:22] <EvilEntity> also, fucking gloat bullshit grrr
[00:45:27] <EvilEntity> err float
[00:45:54] <Ghandhikus> did he post the paste? i don't see it
[00:46:11] *** Kotcrab has quit IRC
[00:48:07] *** Oebele has joined #libgdx
[00:48:19] <Adnn> It's here http://pastebin.com/eEvZiFs3
[00:48:21] <Adnn> Last line
[00:48:21] <EvilEntity> well, it was 2h ago
[00:48:32] *** guardianL__ has joined #libgdx
[00:49:35] <EvilEntity> skip the set bounds in the root
[00:50:01] <FrottyZ> EvilEntity: what's the problem when the html libgdx loadbar doesnt load
[00:50:19] <EvilEntity> if it doesnt load, it crashed
[00:50:22] <EvilEntity> check the console
[00:50:26] *** m_mik has quit IRC
[00:50:42] *** Oebele_ has quit IRC
[00:50:47] <FrottyZ> EvilEntity: http://pastebin.com/jCxwXaYa
[00:50:51] <FrottyZ> this is latest log
[00:51:27] *** guardianL__ is now known as interpolator
[00:51:33] *** mikkeluk has joined #libgdx
[00:52:14] <EvilEntity> this looks important 404 - GET /assets/assets.txt
[00:53:10] <FrottyZ> what to do
[00:53:16] <FrottyZ> it's empty project just generated
[00:54:23] <Adnn> Upon removing the bounds of the root, the touch problem was still there and the upper part of the root was gone out of bounds
[00:54:40] <Adnn> :|
[00:56:23] <EvilEntity> how about that, remove all that crap you have.
[00:56:50] <FrottyZ> man this sucks
[00:56:58] <EvilEntity> root = new Table();root.setFillParent();stage.add(root);root.add(new TextButton));
[00:57:02] *** FrottyZ has quit IRC
[00:57:26] <Ghandhikus> xDDDDDD
[01:00:34] *** mikkeluk has quit IRC
[01:01:34] *** mikkeluk has joined #libgdx
[01:03:37] *** Xoppa has quit IRC
[01:08:47] <Adnn> Same shit man
[01:08:56] <Adnn> Thanks anyway
[01:09:58] *** mikkeluk has quit IRC
[01:11:36] *** mikkeluk has joined #libgdx
[01:15:24] *** Oebele has quit IRC
[01:21:59] *** bojack has joined #libgdx
[01:22:01] <bojack> Is it possible to enable anti-aliasing in a LwjglAWTCanvas? passing a app config for multi sampling appears to have no effect
[01:22:02] *** mikkeluk has quit IRC
[01:22:05] *** mikkeluk has joined #libgdx
[01:23:18] *** jeffol has quit IRC
[01:29:54] *** mikkeluk has quit IRC
[01:31:41] *** mikkeluk has joined #libgdx
[01:35:42] *** Adnn has quit IRC
[01:39:27] *** ___Joe has quit IRC
[01:41:48] *** m_mik has joined #libgdx
[01:42:35] *** mikkeluk has quit IRC
[01:45:44] *** firefly2442 has quit IRC
[01:50:19] *** m_mik has quit IRC
[01:51:39] *** interpolator has quit IRC
[01:51:50] *** mikkeluk has joined #libgdx
[01:54:36] *** xylen has quit IRC
[01:57:59] *** lapinozz has quit IRC
[01:59:13] *** domokato has joined #libgdx
[01:59:13] *** EvilEnti_ has joined #libgdx
[02:00:48] *** mikkeluk has quit IRC
[02:01:39] *** mikkeluk has joined #libgdx
[02:03:33] *** EvilEnti_ has quit IRC
[02:03:57] *** SpookyMachine has quit IRC
[02:07:14] *** Tekop has quit IRC
[02:08:29] *** badlogic has quit IRC
[02:10:21] *** mikkeluk has quit IRC
[02:11:53] *** mikkeluk has joined #libgdx
[02:20:19] *** mikkeluk has quit IRC
[02:21:57] *** mikkeluk has joined #libgdx
[02:22:49] *** xylen has joined #libgdx
[02:29:31] *** Lecherito has quit IRC
[02:30:35] *** mikkeluk has quit IRC
[02:32:00] *** mikkeluk has joined #libgdx
[02:34:47] *** CypherEA has quit IRC
[02:35:58] *** EvilEntity has quit IRC
[02:41:04] *** mikkeluk has quit IRC
[02:41:58] *** mikkeluk has joined #libgdx
[02:45:14] *** guardianL__ has joined #libgdx
[02:49:47] *** davebaol has quit IRC
[02:50:45] *** mikkeluk has quit IRC
[02:50:59] *** xylen has quit IRC
[02:51:08] *** xylen has joined #libgdx
[02:51:37] *** CypherEA has joined #libgdx
[02:52:19] *** mikkeluk has joined #libgdx
[03:00:39] *** Ange_blond has joined #libgdx
[03:01:08] *** mikkeluk has quit IRC
[03:01:10] <Ralphanese> Eyyyyyy
[03:03:27] *** lapinozz has joined #libgdx
[03:15:12] *** andrew_ has joined #libgdx
[03:15:47] *** firefly2442 has joined #libgdx
[03:22:20] *** andrew_ has quit IRC
[03:22:49] *** andrew_ has joined #libgdx
[03:33:36] *** andrew__ has joined #libgdx
[03:41:05] *** Lefanto has joined #libgdx
[03:48:56] *** darkamikaze has joined #libgdx
[03:51:02] <Ghandhikus> ayy undertale is op
[04:04:44] *** SpookyMachine has joined #libgdx
[04:09:14] *** SpookyMachine has quit IRC
[04:13:09] *** Durvin has quit IRC
[04:17:08] *** firefly2442 has quit IRC
[04:17:21] *** guardianL__ has quit IRC
[04:20:26] *** Ghandhikus has quit IRC
[04:21:52] *** kdarknight__ has joined #libgdx
[04:24:02] *** kdarknight has quit IRC
[04:28:30] *** guardianL__ has joined #libgdx
[04:32:43] *** LiquidNitrogen has quit IRC
[04:34:57] *** Xpe_ has quit IRC
[04:36:33] *** guardianL__ has quit IRC
[04:37:02] *** guardianL__ has joined #libgdx
[04:38:15] *** guardianA has quit IRC
[04:38:30] *** guardianA has joined #libgdx
[04:56:08] *** d0d0 has quit IRC
[04:57:51] *** lapinozz has quit IRC
[05:09:18] *** noone__ has joined #libgdx
[05:25:11] *** xylen has quit IRC
[05:38:09] *** guardianL__ has quit IRC
[05:45:15] *** LiquidNitrogen has joined #libgdx
[05:45:31] *** lukass_ has joined #libgdx
[05:47:37] *** Durvin has joined #libgdx
[05:48:19] *** lukass has quit IRC
[05:49:27] *** cackling_ladies has joined #libgdx
[05:50:39] *** Anteka has joined #libgdx
[05:51:31] *** cackling_grandma has quit IRC
[05:52:05] *** d4rkforc1 has joined #libgdx
[05:55:22] *** d4rkforce has quit IRC
[06:36:29] *** CypherCS has joined #libgdx
[06:36:50] *** CypherEA has quit IRC
[06:36:50] *** CypherCS is now known as CypherEA
[06:41:34] *** domokato has quit IRC
[06:48:12] *** kdarknight__ has quit IRC
[06:52:24] *** zephyz has joined #libgdx
[06:52:59] *** CypherEA has quit IRC
[06:57:22] *** zephyz has quit IRC
[07:03:43] *** phoenixw has joined #libgdx
[07:11:56] *** Lefanto has quit IRC
[07:12:19] *** Lefanto has joined #libgdx
[07:15:40] *** Lefanto has quit IRC
[07:19:05] *** LiquidNitrogen has quit IRC
[07:40:06] *** phoenixw has quit IRC
[07:49:39] *** darkamikaze has quit IRC
[07:54:25] *** Anteka has quit IRC
[07:54:36] *** phoenixw has joined #libgdx
[07:57:07] *** Symatiks has quit IRC
[08:05:06] *** zephyz has joined #libgdx
[08:10:10] *** Symatix_ has joined #libgdx
[08:19:43] *** Symatix_ has quit IRC
[08:21:09] *** phoenixw has quit IRC
[08:21:57] *** mk1 has joined #libgdx
[08:22:58] *** xylen has joined #libgdx
[08:31:47] *** zephyz has quit IRC
[08:31:59] *** Biliogadafr has joined #libgdx
[08:36:49] *** zephyz has joined #libgdx
[08:38:09] *** bojack has quit IRC
[08:38:35] *** ctepa has quit IRC
[08:38:48] *** ctepa has joined #libgdx
[08:48:04] *** CypherEA has joined #libgdx
[08:53:01] *** hexTileX has joined #libgdx
[08:55:10] *** Larry1123 has quit IRC
[08:57:12] *** zephyz has quit IRC
[08:58:00] *** Nangi has quit IRC
[08:59:30] *** zephyz has joined #libgdx
[09:03:20] *** pr4xxx has joined #libgdx
[09:03:49] <pr4xxx> hello everybody
[09:04:10] <pr4xxx> someone there who has knowledge about tile maps in general?
[09:07:18] *** Biliogadafr1 has joined #libgdx
[09:07:35] *** SpookyMachine has joined #libgdx
[09:10:12] *** Nangi has joined #libgdx
[09:13:10] *** SpookyMachine has quit IRC
[09:17:08] *** Biliogadafr has quit IRC
[09:19:49] <CypherEA> Err... right - Defold is some new cross platform game engine by King
[09:19:50] <CypherEA> The Candy Crush makers
[09:20:12] <Nangi> CypherEA: Doesnt support 32-bit Linux though :(
[09:21:27] *** Sadale has joined #libgdx
[09:25:15] *** davebaol has joined #libgdx
[09:31:05] *** Adnn has joined #libgdx
[09:32:37] *** andrew__ has quit IRC
[09:33:33] *** andrew__ has joined #libgdx
[09:36:56] *** Bernzel has joined #libgdx
[09:48:23] <Adnn> Hey, it's me again. I can see my viewport resizing as I resize the screen (I get some flickering showing the black bars as I resize), but it seems that my game doesn't care about the fitviewport at all, everything is drawn as if it was a screenviewport ! http://pastebin.com/srj8HkpQ
[09:48:29] <Adnn> Thanks in advance
[09:49:06] *** abs25 has joined #libgdx
[09:51:21] *** abwuds has joined #libgdx
[09:51:37] <mk1> Adnn: have you tried viewport.apply?
[09:51:50] <Adnn> mk1, yes I have
[10:00:22] *** linkedinyou has quit IRC
[10:18:16] *** noone__ has quit IRC
[10:18:50] *** Larry1123 has joined #libgdx
[10:31:21] *** realitix has joined #libgdx
[10:32:30] *** pr4xxx has quit IRC
[10:36:01] *** Biliogadafr has joined #libgdx
[10:36:50] *** Biliogadafr1 has quit IRC
[10:41:20] *** Adnn has quit IRC
[10:48:33] *** Serpent7776 has joined #libgdx
[10:49:50] *** badlogic has joined #libgdx
[11:03:21] *** zephyz has quit IRC
[11:05:15] *** n3o59hf has joined #libgdx
[11:06:05] *** SpookyMachine has joined #libgdx
[11:07:01] *** abs25 has quit IRC
[11:07:15] *** NullString has joined #libgdx
[11:10:00] *** d4rkforc1 is now known as d4rkforce
[11:10:30] *** SpookyMachine has quit IRC
[11:16:47] *** Keniyal has quit IRC
[11:18:46] *** Keniyal has joined #libgdx
[11:24:30] *** Adnn_mob has joined #libgdx
[11:29:29] *** xrash has joined #libgdx
[11:31:47] *** Jonas__ has quit IRC
[11:32:17] *** JoC- has joined #libgdx
[11:35:53] *** guardianL__ has joined #libgdx
[11:45:00] *** SpaceKookie has quit IRC
[11:45:06] *** SpaceKookie has joined #libgdx
[11:45:36] *** SpaceKookie has quit IRC
[11:46:05] *** SpaceKookie has joined #libgdx
[11:47:48] *** SpaceKookie has quit IRC
[11:48:05] *** SpaceKookie has joined #libgdx
[11:49:30] *** SpaceKookie is now known as Guest16698
[11:51:58] *** Jonas__ has joined #libgdx
[11:55:06] *** abwuds has quit IRC
[11:58:26] *** spacekookie has joined #libgdx
[11:58:59] *** guardianL__ has quit IRC
[11:59:22] *** guardianL__ has joined #libgdx
[11:59:23] *** linkedinyou has joined #libgdx
[12:01:16] *** EvilEntity has joined #libgdx
[12:12:03] *** hexTileX has quit IRC
[12:16:54] *** delmadan has joined #libgdx
[12:16:59] *** xylen has quit IRC
[12:17:20] *** Murii has joined #libgdx
[12:17:41] <delmadan> hey guys, can anyone direct me on how to pause my libgdx thread on iOS - I don't want things happening while an ad is showing
[12:19:07] <TEttinger> flag in render(), return early (after ad stuff) and before you would do any game stuff?
[12:24:42] <CypherEA> Hmmm... I have a Table of Rows (Row extends Table - each Row can have several Label cells). How can I make it behave like a List? So that a selected Row changes style (say... background color).
[12:29:26] *** Ghandhikus has joined #libgdx
[12:34:52] <Bernzel> I have this method that opens up the android gallery to select an image http://pastebin.com/tTeM6SvR but somewhere in this process I would like to scale the image to a neat square like you do with instagram pictures. Is there an Intent action for the scaling tool or something?
[12:39:05] <delmadan> TEttinger, cheers. I ended up using Gdx.app.getApplicationListener().pause() from my iOS launcher
[12:39:47] *** hexTileX has joined #libgdx
[12:42:41] <spacekookie> Anyone know if it's legal to do commercial work with the IntelliJ community edition?
[12:43:53] <Tomski> It is
[12:45:16] <spacekookie> Okay, that's good to know :p
[12:45:21] <spacekookie> Eclipse is really starting to annoy me xD
[12:45:52] *** guardianL__ has quit IRC
[12:49:35] *** Jonas__ has quit IRC
[12:53:10] *** TEttinger has quit IRC
[12:57:17] *** abs25 has joined #libgdx
[12:57:46] *** SpookyMachine has joined #libgdx
[12:58:06] *** delmadan has quit IRC
[13:00:58] *** NullString has quit IRC
[13:03:00] *** Mezzenstein has joined #libgdx
[13:03:02] *** SpookyMachine has quit IRC
[13:03:36] *** hexTileX has quit IRC
[13:04:45] *** Ghandhikus has quit IRC
[13:04:54] <Mezzenstein> hey everyone
[13:05:07] *** hexTileX has joined #libgdx
[13:07:41] *** mk1 is now known as mk1_lunch
[13:08:12] *** EvilEntity has quit IRC
[13:08:55] *** EvilEntity has joined #libgdx
[13:13:45] *** EvilEntity has quit IRC
[13:14:45] *** zephyz has joined #libgdx
[13:18:48] *** zephyz has quit IRC
[13:19:14] <CypherEA> Hehe.... I've ended up writing an entire MVC based on Tiled and a custom TiledMapRenderer
[13:19:55] *** zephyz has joined #libgdx
[13:21:15] *** EvilEntity has joined #libgdx
[13:29:34] *** rgr has joined #libgdx
[13:32:31] *** zephyz has quit IRC
[13:33:49] *** Dragonphase has quit IRC
[13:35:43] *** Dragonphase|away has joined #libgdx
[13:35:44] *** Dragonphase|away is now known as Dragonphase
[13:43:45] *** pr4xxx has joined #libgdx
[13:44:42] *** Xpe has joined #libgdx
[13:44:53] <pr4xxx> hello again everbody!
[13:45:51] <pr4xxx> maybe now someone can give me some hints to achieve this with tiledmaprenderer: http://giphy.com/gifs/3oEdv5QbE4frfRUg3m
[13:46:39] <Tomski> pr4xxx, character has a z value, so does the tree
[13:46:53] <Tomski> When the player moves in the z axis, adjust its z value
[13:47:12] <Tomski> Sort your scene drawables by z, and draw in that order
[13:47:35] <Tomski> When the player has a higher z value, he will be behind the tree, so the tree should be drawn first
[13:47:37] <pr4xxx> Tomski: hey again! I am trying to solve this issue since yesterday. By z axis you mean y right?
[13:48:19] <Tomski> It depends what you have setup your axis to be
[13:49:04] <Tomski> In 3D, X and Z are normally the planes in which your characters will be walking
[13:49:19] <Tomski> With Y being the normal to the ground
[13:49:24] <pr4xxx> I dont want to use 3d, you its just x and y
[13:49:30] <pr4xxx> so*
[13:49:51] <Tomski> Even with isometric views that is how it is
[13:50:04] <Tomski> You are a 3D perspective
[13:50:13] <Tomski> But thats just the conventions, you can call them whatever you want
[13:50:14] <spacekookie> Well...even in a 2D game everything you draw has Z. Because...if you draw a background first, then draw something over it, the background is being drawn over
[13:50:18] *** badlogic has quit IRC
[13:50:27] <spacekookie> By controlling the order you draw your stuff in you can abuse this to create effects like this
[13:51:34] <spacekookie> There might be more elegant ways but that's how I do it xD
[13:52:52] *** mk1_lunch is now known as mk1
[13:53:05] <pr4xxx> Okay, the ortho tile renderer inlcluded in libgdx draws from top to bottom, each layer. How do I insert a moving player now? I use a simple sprite for now. Rendering the ground layer, then the player and then the second layer does not do the trick, the player is _always_ behind everything, so this is not an option.
[13:53:12] *** badlogic has joined #libgdx
[13:54:17] <pr4xxx> badlogic, creator of libgdx?
[13:54:32] <Tomski> pr4xxx, you'll probably want to use your own renderer, use the tiledmaprenderer for the floors
[13:54:39] <Tomski> And for everything else keep track of the objects yourself
[13:54:44] <spacekookie> Ah, so you already have multiple layers in your tilemap? It's been a while since I worked with them. But when I did I basically just override the Tilerenderer, stole code from it and tweaked it a bit to do what I want
[13:54:45] <Tomski> That way you can easily re-order
[13:55:08] <pr4xxx> Okay I thought about a custom renderer but found new problems:
[13:55:29] <Tomski> But you can probably use layers, I dont use those renderers so I dont know how they are implemented
[13:57:26] <pr4xxx> Regarding the tree: I have two options, first: the tree is one big sprite, this means I can order it by its y axis together with the player. second: the tree contains multiple tiles, just like the background, this means I would be more flexible (buildings for example), but how do I sort this thing then?
[13:57:33] <spacekookie> The tilerenderer in libgdx is pretty simple. Basically has arrays of tiles and then arrays of layers.
[13:59:55] <spacekookie> pr4xxx: I think you should think about taking a step back for a second and think about what you want to do, what kind of data you have and then look at how you structure your data to achieve it. If you have layers of tiles you can put your contents on different layers. So...background, player, trees (and the likes) and collidables (like buildings. You shouldn't be able to walk under buildings :P
[14:00:24] *** Durvin has quit IRC
[14:00:38] <spacekookie> Then you have a look at how the tilerenderer is implemented right now (I can send you some old code of mine where I basically had to rewrite the renderer to tweak it to my own specifications) and then extend the parts that you have to.
[14:00:49] <pr4xxx> spacekookie: but I want to be able to walk behind a building and in front
[14:01:12] *** andrew__ has quit IRC
[14:01:13] *** andrew_ has quit IRC
[14:01:31] <pr4xxx> spacekookie: some code would be nice
[14:01:48] <spacekookie> Well...what parts of the buildings would you want to be able to walk in front of or behind of?
[14:03:54] <spacekookie> Here is the thing. Buildings are multiple tiles, right? So something like an outdoor roof you put onto the "tree" layer while the rest is on the "collider" layer.
[14:04:07] <spacekookie> Makes building the map in the editor a bit more tedious but your code nice and simple
[14:04:12] <pr4xxx> look:
[14:04:14] <pr4xxx> http://snag.gy/XHS7N.jpg
[14:04:18] <pr4xxx> the chest is the player
[14:04:40] *** kjempff has joined #libgdx
[14:04:43] <pr4xxx> I have 3 layers here
[14:04:47] <spacekookie> Okay...so the player is "on top" of the mountain?
[14:05:06] <pr4xxx> first is ground, second is the rock, third is the stairs
[14:05:14] <spacekookie> Okay
[14:05:20] <pr4xxx> i render all layers, then the player
[14:05:26] <pr4xxx> this is how I expect it
[14:05:27] <pr4xxx> BUT
[14:05:39] <pr4xxx> i want to be able to walk down the stairs and behind the rock like so:
[14:06:15] <spacekookie> Ah, I see your dilemma. Let me think about it for a second.
[14:06:22] <pr4xxx> http://snag.gy/oC1jW.jpg
[14:06:43] <pr4xxx> to achive this I had to render the player after the first layer, then the rest
[14:06:52] <EvilEntity> hmmm a package? what could it be? a fallot 4? sweet
[14:07:51] <spacekookie> pr4xxx: Yea, I see your problem. Is the rock a single tile? You can make it work. But it will be a big clusterfuck of hacks :p
[14:08:21] <spacekookie> If you can still sub-divide everything into smaller tiles and then handle the logic on a tile-by-tile basis it might be a bit more elegant.
[14:08:32] <pr4xxx> spacekookie: no its not a single tile
[14:08:39] <spacekookie> As in...the top bit of the rock is on a different layer than the rest.
[14:08:57] <pr4xxx> I tried that
[14:09:14] <pr4xxx> let me show you what happens:
[14:10:30] *** m3t4lukas has joined #libgdx
[14:10:36] *** EvilEnti_ has joined #libgdx
[14:11:17] <EvilEntity> yay now to download 30 gigs :/
[14:11:43] <spacekookie> EvilEntity: Stop tempting me! xD I haven't bought it yet...
[14:12:10] <EvilEntity> im sure its broken, its a bethesda game after all
[14:12:24] <spacekookie> Yea, that's what I thought. Wait 1-2 months for modders to fix it
[14:13:10] *** n3o59hf has quit IRC
[14:13:15] <EvilEntity> the ui on pc is atrocious, i hope someone will fix it asap
[14:13:21] <pr4xxx> http://snag.gy/Cs5YC.jpg
[14:13:42] <pr4xxx> the upper part of the rock is on the third layer, player gets rendered before
[14:15:16] <spacekookie> Yea okay I think I solved it but it's a bit of a weird solution. And you WILL have to write your own renderer for it xD
[14:15:55] *** EvilEnti_ has quit IRC
[14:16:50] <pr4xxx> maybe I have to implement something like a invisble heightmap
[14:16:58] <spacekookie> Step 1: You asign every layer a number and every tile a flag that indicates if it "reaches out" of it's layer. You will also need a function to read the number of the layer your dude is standing on + to read out the metadata from the tile (that's where the custom renderer comes in).
[14:17:27] *** hexTileX has quit IRC
[14:17:52] <spacekookie> Step 2: Every time you walk over something you give your player the number of the tile you're standing on +1. In case it has the "reaches out" flag set you set it by -1. Use an ordered datastructure where the numbers can translate to an order in the structure.
[14:18:30] <pr4xxx> that makes sense
[14:19:00] <spacekookie> Then you render everything in the structure and if everything was implemented correctly, you will have the effect you want. With some things being on front of others. You will have to catch special cases to avoid that last effect though
[14:19:42] <spacekookie> Like if you are currently standing on a tile that reaches out but already have the number of it's "level", the reaching flag has to be ignored or you run into weird issues again.
[14:20:02] *** zephyz has joined #libgdx
[14:20:43] <pr4xxx> I wonder if I am the first one having this problem/wanting to make this work
[14:21:06] <pr4xxx> so many games use this rendering and no one explains how?
[14:21:10] *** yrk has joined #libgdx
[14:21:14] *** yrk has joined #libgdx
[14:22:21] <spacekookie> Maybe they don't implement that functionality. It is a bit more advanced than what I've seen before.
[14:22:26] <spacekookie> Anyways, I hope I could be helpful C:
[14:22:40] <pr4xxx> Thank you very much
[14:22:54] <spacekookie> No worries.
[14:23:01] <spacekookie> Maybe I should write a proper tutorial about this
[14:23:06] *** hexTileX has joined #libgdx
[14:23:34] <pr4xxx> i am thinking now about the tree, in the game, the player should be able to cut down the tree, so would it make more sense that the tree is one sprite or just like the rock splitted into multiple sprites?
[14:23:37] <pr4xxx> tiles*
[14:24:20] <spacekookie> I'd say make it two. One for the stump and one for the rest. So that the stump stays in the ground and you can just move the rest without having to worry about the bottom :p
[14:27:40] <pr4xxx> would it make sense to just do it in "3d"? pointing a camera on a plane where the tiles are behind / in front of each other?
[14:29:07] <pr4xxx> well that wouldnt eliminate the problem with the rock I guess..
[14:30:13] <spacekookie> Hmmm....it wouldif you actually model three dimentions. As in...let the character actually walk "up" the stairs.
[14:30:41] <spacekookie> So everything gets a Z-coordinate and things regularly change z-coordinate.
[14:30:43] <pr4xxx> thats too complicated i guess
[14:31:08] <spacekookie> Well...I always say Game Design is Computer Science + Art + Lots of hacks xD
[14:31:37] <pr4xxx> indeed ;)
[14:32:16] <pr4xxx> maybe I should do a game first where each tile is just 32x32, so there cannot be any overlapping or something
[14:33:01] <spacekookie> Is this your first game?
[14:33:12] *** zephyz has quit IRC
[14:34:02] *** Adnn_mob has quit IRC
[14:34:29] <pr4xxx> my first "Big" game
[14:35:55] <spacekookie> I know the feeling when "small" games get out of hand and suddently start eating your life :D
[14:35:59] *** hexTileX has quit IRC
[14:36:09] <spacekookie> Well...you should try it with different layers and partial overlapping. Could be interesting to code :P
[14:49:23] *** SpookyMachine has joined #libgdx
[14:51:15] *** abs25 has quit IRC
[14:54:06] *** SpookyMachine has quit IRC
[14:57:16] *** Joe___ has joined #libgdx
[14:59:22] *** nine_9 has joined #libgdx
[15:01:54] *** davebaol_ has joined #libgdx
[15:02:24] *** davebaol has quit IRC
[15:03:43] *** Kotcrab has joined #libgdx
[15:03:58] <spacekookie> Anyone wanna try how Fallout 4 runs in VirtualBox under Linux with PCI passthrough?
[15:04:10] <spacekookie> The whole Tek Syndicate "Steam inhome streaming from the same computer" thing :P
[15:04:27] <spacekookie> *looks at EvilEntity* :P
[15:07:37] <EvilEntity> sounds like pain in the ass
[15:14:57] *** Adnn has joined #libgdx
[15:15:01] <spacekookie> Yea but you can automate the whole process and don't need to run Windows as a dualboot :P
[15:15:55] *** badlogic has quit IRC
[15:17:28] <EvilEntity> why would i run linux as a main system
[15:18:07] *** Keniyal has quit IRC
[15:19:04] <enleeten> its way more powerful for programmers and the like
[15:19:29] *** rgr has quit IRC
[15:19:35] <spacekookie> Because it gives me the freedom to do whatever I want with my computer? Just simply change the most core things in my OS and actually *own* my OS.
[15:20:21] <spacekookie> Well...that's for me anyways. I wouldn't force anyone. I was humerously asking for you to try the passthrough thing. But I'll get a chance to try it somewhere else.
[15:25:30] *** NateS___ has joined #libgdx
[15:27:06] <EvilEntity> sounds like pain in the ass
[15:27:50] *** NateS__ has quit IRC
[15:33:03] *** Kuvis has joined #libgdx
[15:33:12] *** badlogic has joined #libgdx
[15:37:14] *** Durvin has joined #libgdx
[15:39:18] <spacekookie> Well I guess that's your opinion..
[15:39:37] *** EvilEntity_ has joined #libgdx
[15:41:59] *** MadMenyo has joined #libgdx
[15:43:23] *** EvilEntity has quit IRC
[15:49:24] *** JoC- has quit IRC
[15:49:48] *** JoC- has joined #libgdx
[15:54:24] *** mk1 has quit IRC
[15:57:14] *** badlogic has quit IRC
[15:59:25] <MadMenyo> Hey, does anyone had success with having around 500 to 1000 particles at a time on screen for a Phone like S3? I am currently strugling to increase performance. I am using particle pools but not yet an atlas for the individual particles. I was what other optimization I can do since on my S4 things slow down too much at around 400 particles. I can cut the particles in half but currently my main
[15:59:25] <MadMenyo> effect looks awesome and having that with only half the amount will make it a lot less "awesome".
[16:00:14] *** abs25 has joined #libgdx
[16:02:26] *** Ghandhikus has joined #libgdx
[16:03:26] <spacekookie> I've never worked with particles or particle pools before. But something I recently had to figure out for a game I made with n-body physics was localisation of calculations. Basically...sub-divide your data into small enough chunks so that you don't have to do as many calculations as if you calculated in all the forces. But still good enough for a video game.
[16:04:03] <spacekookie> As in...my physics engine has a range search and only calculates physics against targets that are close enough. With a modified KD-Tree lookup times aren't even very high so the performance gain is quite significant.
[16:04:31] <MadMenyo> I'm not using physics, but how would I do that for the particles?
[16:05:01] <spacekookie> Another thing...if you do native calls (to C or C++) from your java game, try to minimise them. There is a lot of overhead in JNC. So if your particles are done in C and you make 10000 calls into it you'll have quite a significant slowdown.
[16:05:18] <MadMenyo> Just using Java and Libgdx
[16:05:18] <spacekookie> Well...I don't know how your particle system is implemented. But I guess those are things that hold true for a lot of things you could do
[16:05:45] <MadMenyo> Using the native particle effects from LibGDX ;)
[16:07:22] <MadMenyo> I could try to update half of them on one frame and the other half on the other frame. Wondering if that would look good.
[16:08:42] <MadMenyo> Otherwise I will just create a user options for low/high particles
[16:09:54] <MadMenyo> But my S4 already slows down below 30 fps when the player gets "lucky" and a lot of particles are shown in the current state of my game.
[16:10:57] *** SpookyMachine has joined #libgdx
[16:13:38] <spacekookie> I'm currently in a maths lecture and can't keep up with my script XD
[16:13:46] <spacekookie> I should be home in about 1 1/2 hours. If you want we can chat then :)
[16:15:06] *** SpookyMachine has quit IRC
[16:15:19] <MadMenyo> Cool, in the meantime I'll be looking for options ;)
[16:16:09] *** Oebele has joined #libgdx
[16:16:09] <spacekookie> LaTeX can be a bitch :D
[16:16:26] <spacekookie> And well...if your particle engine is running native code it can slow down your game.
[16:17:35] <Tomski> MadMenyo, disable blending changes
[16:17:41] <Tomski> Absolutely pack your textures
[16:18:05] <MadMenyo> Does packing help significantly for a couple of 5 to 10kb textures?
[16:18:15] <Tomski> Its not about memory
[16:18:26] <Tomski> Its about flushing the batch and extra gpu instructions
[16:19:04] <MadMenyo> I will do that then and see how much I gain.
[16:19:05] <Tomski> ParticleEffect method setEmittersCleanUpBlendFunction can help you out a bunch depending on what type of blending you are using
[16:19:18] <MadMenyo> aditive for most stuff
[16:19:43] <Tomski> set it to false
[16:19:58] <Tomski> Make sure to reset the batch;s blend function after you are done
[16:19:59] <MadMenyo> Ok, where? In update or on creation?
[16:20:11] <MadMenyo> ok, so in update
[16:20:12] <Tomski> Before you start drawing all your particle effects
[16:21:13] <MadMenyo> what would be the default blend function for spritebatch?
[16:21:28] *** Sadale has quit IRC
[16:22:37] <Tomski> GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
[16:23:09] <MadMenyo> thanks, without it it runs fine too however.
[16:23:45] <Ghandhikus> in case someone haven't played undertale yet https://youtu.be/QtplRk6BdyA?t=21m36s
[16:24:46] *** nine_9 has quit IRC
[16:29:14] <MadMenyo> setEmittersCleanUpBlendFunction(false) seems to help a tiny bit. But I'm setting this for each effect sepperately now. It's probably more beneficial to draw all particles at one go with the blendfunction on false and afterwards reset the batch.
[16:33:26] <Tomski> Thats what you should be doing, yes
[16:38:34] *** tnelsond has joined #libgdx
[16:42:26] *** CypherEA has quit IRC
[16:45:19] *** cackling_ladies has quit IRC
[16:46:04] <MadMenyo> Tomski, The atlas seems to work great. I maintaining above 50 FPS with your advice on my main particle effect. That effect had 700+ particles on screen at some point.
[16:46:11] <MadMenyo> Thanks!
[16:49:23] *** nine_9 has joined #libgdx
[16:50:35] <MadMenyo> Tomski, is there a way to rotate the particle effect? I currently created 3 particle effects for this.
[17:02:18] *** isdera has joined #libgdx
[17:03:48] *** badlogic has joined #libgdx
[17:06:56] *** dajos7 has joined #libgdx
[17:07:20] *** dajos7 has left #libgdx
[17:10:35] *** fslashtan has quit IRC
[17:14:33] *** mobidevelop has quit IRC
[17:19:12] *** jeffol has joined #libgdx
[17:26:36] <Tomski> MadMenyo, you can alter the emitter ranges of rotation
[17:32:15] *** hexTileX has joined #libgdx
[17:34:03] <MadMenyo> Tomski, yeah found it, I tried that a couple of days ago with rotation but it actually is angle I needed to modify. .getEmitters().get(0).getAngle().setHigh(-135f);
[17:35:37] <MadMenyo> Pretty handy to modify effects on programaticaly and still use te same pool for it.
[17:35:58] *** Mezzenstein has quit IRC
[17:36:24] *** hexTileX has quit IRC
[17:37:45] *** phoenixw has joined #libgdx
[17:43:55] *** Mezzenstein has joined #libgdx
[17:45:50] *** nine_9 has quit IRC
[17:51:12] *** fslasht has joined #libgdx
[17:51:54] *** mobidevelop has joined #libgdx
[17:51:55] *** ChanServ sets mode: +o mobidevelop
[17:57:26] *** lapinozz has joined #libgdx
[17:58:27] *** zambo has joined #libgdx
[18:06:34] <Ralphanese> Eyyyyy
[18:11:03] *** Ghandhikus has quit IRC
[18:12:30] *** SpookyMachine has joined #libgdx
[18:13:14] *** EvilEntity has joined #libgdx
[18:14:31] *** phoenixw has quit IRC
[18:16:39] *** SpookyMachine has quit IRC
[18:17:13] *** FrottyZ has joined #libgdx
[18:17:19] *** EvilEntity has quit IRC
[18:17:45] *** Scellow has quit IRC
[18:20:05] *** scellow has joined #libgdx
[18:24:21] *** Kuvis has quit IRC
[18:25:30] <jeffol> Ralphanese: Ayyy
[18:31:01] *** Fastinyoh has joined #libgdx
[18:32:03] *** Oebele_ has joined #libgdx
[18:34:21] *** Oebele has quit IRC
[18:38:08] *** scellow_ has joined #libgdx
[18:38:18] *** pr4xxx has quit IRC
[18:38:33] *** scellow has quit IRC
[18:40:55] *** hexTileX has joined #libgdx
[18:42:57] *** Biliogadafr1 has joined #libgdx
[18:46:31] *** SpookyMachine has joined #libgdx
[18:48:00] *** Serpent7776 has quit IRC
[18:48:41] <Adnn> Just in case anybody would like to bang their head with me: http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=21039
[18:50:29] <jeffol> i don't want relationship! I just want bang bang bang!
[18:50:35] *** davebaol_ has quit IRC
[18:50:50] <Ralphanese> Oh myyyyy.
[18:58:37] *** Serpent7776 has joined #libgdx
[19:00:36] *** Jonas__ has joined #libgdx
[19:08:03] *** MrHamster has joined #libgdx
[19:11:36] *** phoenixw has joined #libgdx
[19:15:41] *** hextileX1 has joined #libgdx
[19:16:45] *** hexTileX has quit IRC
[19:18:02] *** hextileX1 is now known as hextileX
[19:18:13] *** Serpent7776 has quit IRC
[19:20:08] *** davebaol has joined #libgdx
[19:21:03] *** Fastinyoh has quit IRC
[19:24:31] *** Jonas__ has quit IRC
[19:25:27] *** abs25 has quit IRC
[19:27:27] *** Jonas__ has joined #libgdx
[19:28:07] *** badlogic has quit IRC
[19:30:16] *** Ange_blond has quit IRC
[19:31:57] *** Kehet has quit IRC
[19:34:42] *** Biliogadafr has quit IRC
[19:35:35] *** Kehet has joined #libgdx
[19:35:54] *** Biliogadafr has joined #libgdx
[19:37:19] *** cris2000 has joined #libgdx
[19:37:29] <cris2000> ok guys I have a question
[19:37:40] <cris2000> I'm trying to make a shump
[19:37:54] <cris2000> and I want to make those bullet spirals
[19:38:06] <cris2000> how do I make them?
[19:38:18] *** Oebele_ has quit IRC
[19:39:26] *** scellow has joined #libgdx
[19:40:54] *** Biliogadafr has quit IRC
[19:41:12] *** Oebele has joined #libgdx
[19:42:08] *** scellow_ has quit IRC
[19:44:20] <cris2000> anyone here?
[19:45:14] <isdera> wtf is a shump?
[19:46:38] <[twisti]> shoot em up
[19:46:42] <[twisti]> google to the rescue
[19:47:50] *** vestu has joined #libgdx
[19:47:53] *** scellow has quit IRC
[19:49:50] *** Scellow has joined #libgdx
[19:53:12] <cris2000> yup
[19:53:16] <cris2000> like touhou
[19:54:16] <cris2000> basically I have a bullet constructor
[19:54:21] <cris2000> that takes a float
[19:54:30] <cris2000> and I use a timer
[19:54:33] <cris2000> to create it
[19:54:49] <cris2000> but It gives me choppy values
[19:55:05] <cris2000> like the bullets only comes in few directions
[19:55:12] <cris2000> and I want a smooth spiral
[19:55:28] <isdera> are you talking about the libgdx Bullet class? or your own class you made
[19:55:45] <cris2000> own
[19:55:51] <isdera> source.. ?
[19:56:08] *** intrigus has joined #libgdx
[19:58:29] *** MonarchUnicorn has joined #libgdx
[19:59:01] <cris2000> ok
[19:59:08] <cris2000> let me copy paste into pastebin
[19:59:26] *** hextileX has quit IRC
[20:00:59] *** LostWarrior has joined #libgdx
[20:01:02] <cris2000> http://pastebin.com/vL5NABMV
[20:01:07] <cris2000> enemy_projectile
[20:01:52] <cris2000> http://pastebin.com/qhkfn2uC
[20:01:55] <cris2000> enemy class
[20:05:59] <isdera> wheres the bullet class. what is the method .schedule(..) ?
[20:06:13] <cris2000> it's a timer of java
[20:09:02] *** d0d0 has joined #libgdx
[20:09:30] *** noone__ has joined #libgdx
[20:14:32] *** zambo has quit IRC
[20:15:20] *** xylen has joined #libgdx
[20:17:53] *** Jonas__ has quit IRC
[20:21:33] *** Lecherito has joined #libgdx
[20:22:15] *** Jonas__ has joined #libgdx
[20:25:16] *** phoenixw has quit IRC
[20:25:26] *** xrash has quit IRC
[20:27:12] *** xrash has joined #libgdx
[20:28:50] <FrottyZ> kotcrab visui needs a mobile version
[20:29:54] <intrigus> FrottyZ what do you mean with "mobile version" visui should work on mobile?
[20:30:04] <FrottyZ> it works
[20:30:12] <FrottyZ> but it's small and hard to use
[20:30:51] *** Jonas__ has quit IRC
[20:31:05] <Kotcrab> even the x2 version?
[20:31:46] *** Jonas__ has joined #libgdx
[20:35:33] *** Scellow_ has joined #libgdx
[20:36:18] *** jeffol has quit IRC
[20:36:50] *** jeffol has joined #libgdx
[20:37:36] *** Scellow has quit IRC
[20:40:33] *** kjempff has quit IRC
[20:41:21] *** jeffol has quit IRC
[20:47:02] *** kjempff has joined #libgdx
[21:01:54] *** Murii has quit IRC
[21:03:52] <Adnn> Where can I find a setup app to an older version of libGDX ?
[21:10:50] *** Symatiks has joined #libgdx
[21:11:33] <Mezzenstein> why?
[21:12:13] <Adnn> Because I'm having trouble downloading the latest android sdk for now
[21:12:43] <Mezzenstein> If you just want an older libgdx version, you can change the libgdx version in the gradle build settings
[21:13:46] *** tnelsond is now known as tnelsond-splitwo
[21:13:53] *** tnelsond-splitwo is now known as tnelsond-afk
[21:13:54] <Adnn> Ok, thanks. I just found out that I already have one downloaded so I'll try that first.
[21:14:15] <Mezzenstein> k
[21:16:02] *** phoenixw has joined #libgdx
[21:26:46] *** karkoon_ has joined #libgdx
[21:28:31] <karkoon_> Hi.
[21:29:04] <Mezzenstein> hey
[21:30:30] <karkoon_> Could somebody link me to guide how to build a jar with gradle in intelliJ? I've read that I need to use the build task or something but then I get several jars for different modules(?) for desktop, android, core and none of them works on double click. Do I need to do something different?
[21:30:37] <karkoon_> I've never used gradle btw.
[21:31:01] <Tomski> karkoon_, you just do it have you normally do in IDEA
[21:31:24] <Tomski> create an artifact, choose the dependencies and source you want included etc
[21:31:33] <Tomski> If you want the easy way, just use the gradle task
[21:31:48] <Tomski> You can use it from command line, or from IDEA (in the gradle tool window)
[21:31:52] <Tomski> the task is called dist
[21:31:53] *** cris2000 has quit IRC
[21:32:01] <Tomski> And it will automatically pack your dependencies and assets
[21:33:33] <karkoon_> Tomski: dist? I've used build :S. I had problems with making artifacts. I think I've messed it up because I've had tried it several several times with different configutation (or something).
[21:35:28] *** SpookyMachine has quit IRC
[21:35:46] *** SpookyMachine has joined #libgdx
[21:36:39] <karkoon_> Tomski: It worked! :D Thank you!
[21:38:59] *** vestu has quit IRC
[21:41:13] *** tnelsond-afk is now known as tnelsond
[21:48:51] *** EvilEntity has joined #libgdx
[21:49:25] *** jigidust has joined #libgdx
[21:53:17] *** EvilEntity has quit IRC
[21:55:24] *** nine_9 has joined #libgdx
[21:56:41] *** isdera has quit IRC
[21:58:04] *** Mezzenstein has quit IRC
[21:59:18] *** Xoppa has joined #libgdx
[21:59:18] *** ChanServ sets mode: +o Xoppa
[22:04:31] *** LostWarrior has quit IRC
[22:04:35] *** mj_ has joined #libgdx
[22:05:40] <mj_> Is the jam starting date known?
[22:09:01] *** LiquidNitrogen has joined #libgdx
[22:09:30] *** Biliogadafr1 has quit IRC
[22:12:03] *** LiquidNitrogen has quit IRC
[22:13:30] *** hexTileX has joined #libgdx
[22:14:15] *** LiquidNitrogen has joined #libgdx
[22:18:06] *** hexTileX has quit IRC
[22:19:31] *** Xpe has quit IRC
[22:29:47] *** LiquidNitrogen has quit IRC
[22:30:59] *** Leejjon has joined #libgdx
[22:31:00] *** xylen has quit IRC
[22:32:06] <Leejjon> does anyone have the same "Gradle project sync failed" when opening a libgdx project build with the project generator since intellij 15?
[22:34:58] <Tomski> Its an issue with IDEA
[22:35:19] <Tomski> which has already been fixed afaik, so it will be resolved in the next version
[22:36:27] *** d0d0 has quit IRC
[22:36:40] *** TEttinger has joined #libgdx
[22:40:53] *** phoenixw has quit IRC
[22:42:16] *** Xoppa_ has joined #libgdx
[22:42:16] *** ChanServ sets mode: +o Xoppa_
[22:42:51] *** Durvin has quit IRC
[22:44:29] *** Xoppa has quit IRC
[22:45:50] *** adaba has joined #libgdx
[22:46:23] *** Xoppa_ is now known as Xoppa
[22:47:04] *** jeffol has joined #libgdx
[22:50:07] <adaba> Anyone know how I can cancel event propagation with clicklisteners ?
[22:50:19] *** mobidevelop has quit IRC
[22:50:42] *** mobidevelop has joined #libgdx
[22:50:42] *** ChanServ sets mode: +o mobidevelop
[22:54:31] *** Bernzel has quit IRC
[22:54:53] <Leejjon> ok ty Tomski
[22:54:56] <Adnn> adaba, return true doesn't do what you want ?
[22:54:58] *** mobidevelop has quit IRC
[22:55:49] *** mobidevelop has joined #libgdx
[22:55:49] *** ChanServ sets mode: +o mobidevelop
[22:59:19] <adaba> Lemme explain, I've a set a clicklistener on my stage that checks if any soldier has selected on true, it moves to the clicked point, and my soldier has a clicklistener that sets him selected when clicked
[22:59:48] <adaba> Thing is that after first move it selects, moves at the same point i've clicked
[23:00:33] *** Durvin has joined #libgdx
[23:02:06] *** badlogic has joined #libgdx
[23:03:38] *** Adnn has quit IRC
[23:12:55] *** phoenixw has joined #libgdx
[23:15:18] *** Adnn has joined #libgdx
[23:22:54] *** Fastinyoh has joined #libgdx
[23:23:36] *** Scellow_ has quit IRC
[23:26:09] *** MrHamster has quit IRC
[23:26:27] *** badlogic has quit IRC
[23:28:26] *** Fastinyoh has quit IRC
[23:31:26] *** xrash has quit IRC
[23:31:59] *** Symatiks is now known as Symatix
[23:35:03] *** phoenixw has quit IRC
[23:40:54] *** Leejjon has quit IRC
[23:41:14] <Adnn> Any ideas why my viewport gets broken when I use a box2dlights rayHandler ?! I've called the rayHandler constructor with the viewport width and height.
[23:42:58] *** badlogic has joined #libgdx
[23:43:11] <Xoppa> Adnn, define ¨gets broken¨
[23:43:22] *** phoenixw has joined #libgdx
[23:43:56] <Adnn> Xoppa, everything is rendered as if the viewport isn't there, or as if it has become a ScreenViewport.
[23:44:03] <Adnn> It's a FitViewport
[23:44:33] *** Keniyal has joined #libgdx
[23:44:50] <Xoppa> did you call setCombinedMatrix?
[23:45:00] <Xoppa> in either the resize or render method
[23:45:28] <Adnn> I have in the render
[23:45:33] <Adnn> I should do it in the resize too ?
[23:45:49] <Xoppa> render is called more often than resize, so no
[23:46:09] *** d0d0 has joined #libgdx
[23:46:17] <Xoppa> it is probably something with your code
[23:46:36] *** SpookyMachine has quit IRC
[23:47:12] <Adnn> Possible, I'll pastebin it.
[23:49:50] <Adnn> http://pastebin.com/Wni7r3tH http://pastebin.com/Perme6Dj
[23:50:00] <Adnn> First is the class with the rayHandler, second is the screen.
[23:50:06] *** SpookyMachine has joined #libgdx
[23:50:16] *** SpookyMachine has quit IRC
[23:50:22] <Adnn> The commented lines at 143-145 are the troublemakers.
[23:51:11] <Xoppa> so where exactly are you calling setCombinedMatrix?
[23:51:47] <Adnn> At line 143.
[23:51:54] <Xoppa> thats comment
[23:52:10] *** Fastinyoh has joined #libgdx
[23:52:12] <Adnn> That commented, I removed all the lights. The viewport works.
[23:52:18] <Adnn> That uncommented, the viewport ceases to work.
[23:52:27] <Adnn> But the lights show up of course.
[23:53:31] <Xoppa> perhaps i dont undestand the problem, you want your rayhandler to magically know about your viewport about calling setCombinedMatrix?
[23:54:15] *** FrottyZ has quit IRC
[23:54:35] <Adnn> What? No. A screenshot will help, hold on.
[23:55:46] *** MadMenyo has quit IRC
[23:56:46] *** Fastinyoh has quit IRC
[23:58:46] <Adnn> When I uncomment lines 143-144-145 (aka all the rayhandler rendering stuff): http://sournoishack.com/uploads/5932993672015_11_11_005559_344x611_scrot.png
[23:59:02] <Adnn> I mean when I comment them *
[23:59:15] <Adnn> With the rayhandler: http://sournoishack.com/uploads/3880276002015_11_11_005748_317x568_scrot.png
top

   November 10, 2015  
< | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | >