[00:00:00] <Adnn> The image with the brighter green bounds is scaled correctly according to the viewport, the other isn't.
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[00:00:32] <Xoppa> ah, you want to specify a viewport portion? than use the method that accepts the x,y,width,height values for the viewport
[00:01:29] <Adnn> I'll try that.
[00:03:09] <Xoppa> general rule of thumb Adnn, whenever your viewport has ¨black bars¨ then you cant simply use the camera without the viewport
[00:04:26] <Adnn> It didn't solve the problem. Have you noticed how in the second part, my ship's aspect ratio is altered ?
[00:04:35] <Adnn> Although it's totally unrelated to the rayHandler, it's a sprite.
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[00:07:12] <Xoppa> the the rayhandler probably messes with the glviewport, so you have to call viewport.apply to undo that afterwards
[00:07:21] <Xoppa> which is quite common when working with fbo´s
[00:08:29] <wulax> oh, I have this exact same problem but with DirectionalShadowLight. it messes with the viewport, so I have to reset it after each shadowBatch pass.
[00:08:55] <Xoppa> yes, directionalshadowlight does that as well
[00:09:35] <Adnn> The technical details are beyond my knowledge, sorry. I was already calling viewport.apply() at the beginning of the render method, I'll try placing it after rendering the lights.
[00:09:42] <Xoppa> whenever you have more than 1 render pass, you will have to apply the glviewport every frame
[00:10:03] <Adnn> By "glviewport" you mean my FitViewport or something else ?
[00:10:24] <Xoppa> by glviewport i mean glviewport
[00:10:42] <Xoppa> the Viewport classes are sometimes somewhat misleading
[00:10:59] <Xoppa> a glviewport is the actual portion of the rendertarget that is rendered onto
[00:11:28] <Xoppa> for a fbo you typically want that to be (almost be) the entire fbo
[00:11:33] <Adnn> I don't know how to use any of those stuff, I just rely on libGDX's viewports. :/
[00:11:41] <Xoppa> while for the screen you might want that to be a portion of it
[00:12:12] <Xoppa> Adnn, you dont, just call viewport.apply(); after the box2dlights stuff and before your actual rendering
[00:12:21] <Xoppa> *you dont have to
[00:12:52] <Adnn> Okay I just did that, here's what happened: My ship's aspect ratio is preserved as well as the stars in the background are placed correctly.
[00:13:06] <Xoppa> yay!
[00:13:08] <Adnn> But only the lights still have the old problem.
[00:13:13] <Adnn> So ney :\
[00:13:17] <Adnn> A screenshot :
[00:13:24] <Xoppa> show it
[00:14:22] <Xoppa> you probably want to split up updateAndRender
[00:14:38] <Adnn> The lights should be behind the stars, as you can see when I resize they become somewhere else and don't scale.
[00:14:49] <Adnn> Okay, where should I call each ?
[00:14:59] <Xoppa> yeah call update(); then apply then render();
[00:17:22] <Adnn> Sorry man, it made things worse. It became like the second screenshot I posted.
[00:19:03] <Adnn> Hmmm, what can I do about it ?
[00:19:05] <Xoppa> in that case, i guess you should call update(); prepareRender(); then apply the viewport and the lightMap.render();
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[00:19:21] <Xoppa> the latter being `renderOnly()`
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[00:20:18] <Adnn> lightMap isn't a class apparently, you mean my lightsManager ?
[00:20:27] <Adnn> LightMap *
[00:20:37] <Xoppa> no, renderOnly
[00:21:54] <Adnn> Ah, sorry. I'll try this right awaaaaay
[00:21:54] <Xoppa> note that i never used box2dlight, im just looking at the code
[00:22:13] <Adnn> Appreciated :)
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[00:24:29] <jeffol> when I use assetManager.unload(textureAtlasObject); will it unload the atlas and the associated texture?
[00:24:44] <Xoppa> yes
[00:24:48] <jeffol> swanky, thanks
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[00:25:38] <adaba> Anyone know how can I prevent a clicklistener being triggered on a stage when I click an actor inside it?
[00:26:07] <adaba> knowing I have both a clicklistener on the stage and the actor
[00:26:51] <Xoppa> adaba, a clicklistener on what? you cant have a clicklistener on the stage
[00:27:03] <adaba> Xoppa: why not ?
[00:27:13] <Xoppa> because its not an actor
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[00:27:44] <adaba> Xoppa: even tho it works, which class from libgdx should I use then to define the "world" ?
[00:28:14] <Xoppa> adaba, what works?
[00:28:20] <adaba> Xoppa: the click listener
[00:28:28] <Xoppa> which click listener?
[00:28:47] <Adnn> Xoppa, I'm using some two versions old libGDX so I don't have the prepareRender() method. I'll update and report back.
[00:28:47] <adaba> Xoppa: the stage's one, public void clicked()
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[00:29:24] <Xoppa> Adnn, sounds like a great plan!
[00:29:34] <Xoppa> adaba, show code
[00:29:45] <Xoppa> there´s no stage clicklistener
[00:30:02] <Adnn> I can't wait to get my candy after I get it done !
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[00:31:22] <Xoppa> adaba, ow i see what you mean now, sorry, thats the root clicklistener
[00:32:11] <Xoppa> if you dont want that to be executed when something else is clicked then cancel the event
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[00:37:35] <adaba> Xoppa: how ?
[00:38:15] <Xoppa> event.cancel();
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[00:58:37] <d0d0> Hi Guys ... I have a question ... My animation is not runnning ... I am able to upload the blender model into libgdx using the fbx-conv tool ... but the animation is not playing ... ...
[00:58:59] <d0d0> I do get the warning message that my bone weights are zero ... is this a cause for concern ?
[00:59:21] <d0d0> should I change the weights of the bones .... ?
[01:00:10] <isdera> did you tell the game to play the animation? sometimes the animation gets renamed to "Default Take" its quite annoying
[01:01:33] <d0d0> I am setting the animation .... shouldn't this be sufficient ?
[01:02:50] <isdera> make sure you are calling animationController_instance.update(delta); inside your render method.
[01:06:11] <d0d0> ok .. let me try ...
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[01:08:19] <d0d0> isdera .... yup ... its working ... guess I need to read the document :-)
[01:08:25] <d0d0> thnx
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[01:18:02] <isdera> god i dont care about this stupid starbucks cup thing. how is this even "news"
[01:20:56] <mobidevelop> O.o
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[01:37:49] <d0d0> Trump is awesome ... he is saying everything just to get higher up in the ratings ...
[01:39:07] <isdera> oh are you watching the clown show?
[01:39:34] <d0d0> clown show ... hehe ... not really ...
[01:42:42] <Adnn> Recommended way: the setup app.
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[01:47:46] <EvilEntity_> rayhandler is in box2dligts, not in gdx itself
[01:48:59] <EvilEntity_> its probably in snapshot of sorts
[01:51:11] <EvilEntity_> and it was merged 4h ago so i wouldnt count on it
[01:54:00] <Adnn_mob> Yeah
[01:55:22] <Adnn_mob> I'll wait until everything is updated hopefully tomorrow, or else.
[01:55:53] <EvilEntity_> just copy paste the class into correct package and it will work right now
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[01:57:47] <Adnn_mob> Well I need to figure out how to edit since I can't edit the compiled classes of course. I'll do that tomorrow though, goodnight.
[01:58:34] <EvilEntity_> copy it from github
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[02:14:10] <mobidevelop> The last build and snapshot publish of box2dlights was about 4 hours ago
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[05:37:33] <isdera> do you guys ever use Zbrush?
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[08:31:49] <Delmadan> anyone know much about robovm technicalities?
[08:32:50] <Delmadan> I'm trying to get my game to pause as an ad plays, the same way it pauses when I call an ad on Android
[08:33:41] <Delmadan> so not just calling ApplicationListener.pause() but actually doing something with the UI thread that will stop it rendering
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[10:25:06] <spacekookie> Delmadan: Well...the UI thread is the render(...) function, right? Why don't you put a flag in the primary one that sort of acts as a "clock" for all the other rendering processes and do something else then.
[10:25:32] <spacekookie> So...just stop renderering your UI and start rendering a placeholder or something. And if your game logic is hooked into the rendering "clock" then the game would pause too.
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[10:34:44] <Delmadan> How's everyone going?
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[10:43:50] <Whiskee> An internal error occurred during: "Launching nv2-ios". No @Marshaler found for parameter 1 of @Bridge method <org.robovm.pods.google.GGLContextAdMobExtensions: java.lang.String $m$adUnitIDForBannerTest(org.robovm.pods.google.GGLContext,org.robovm.objc.Selector)>
[10:43:58] <Whiskee> AdMob and RoboVM, does anyone know what this means? :/
[10:44:14] <Whiskee> all other robopods work just fine
[10:45:18] <Whiskee> I'm using the latest 1.9.1-SNAPSHOT
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[10:52:03] <Delmadan> Not sure Whiskee
[10:52:54] <Delmadan> Whiskee, do you know how to pause the libgdx thead in robovm? so that when an ad is showing the background game is paused?
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[10:53:03] <Tomski> You dont want to do that Delmadan
[10:53:35] <Delmadan> yeah? :S It's just that on Android, everything in the background stops when an ad is showing
[10:53:49] <Delmadan> I was thinking there should be a way to replicate that on iOS
[10:54:11] <Tomski> Introduce a gamestate, or perhaps use pause
[10:54:28] <Delmadan> ah ok, so that's the proper way of doing it?
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[10:54:41] <Delmadan> It's what I've been doing currently, thinking it's the incorrect way :P
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[10:54:55] <Delmadan> Tomski you're always blowing my mind mate
[10:56:38] <Tomski> Whiskee, you are just using the binding? Not writing your own?
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[10:57:38] <Whiskee> Delmadan: I have a "frozen" boolean I check in my main loop, I still draw and take user input, but I skip actions and physics
[10:57:54] <Delmadan> cheers :)
[10:58:00] <Whiskee> Tomski: yes, I'm using the latest google mobile ads robopod
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[10:58:16] <Whiskee> the other three robopods I'm using work flawlessly
[10:58:28] <Tomski> How are you using the API?
[10:58:50] <Whiskee> I don't. That error is in the compile phase, before anything is even launched
[10:59:10] <Tomski> So you aren't trying to use the API at all?
[10:59:35] <Whiskee> I still have the code to create cache and show interstitials if that's what you mean
[10:59:41] <Tomski> mhm
[11:00:03] <Whiskee> adding or removing it makes no difference (and threeshaking is off atm)
[11:00:10] <Whiskee> *treeshaking
[11:00:20] <Tomski> pastebin all your code
[11:00:30] <Tomski> where you are using the pod
[11:01:51] <Whiskee> it gives me that error even if I pick a clean project, link the .jar and do nothing with it
[11:01:59] <Whiskee> I'm not even using banners
[11:02:12] <Whiskee> clearing robovm cache doesn't halp
[11:02:18] <waterCreature> i am broken.
[11:02:22] <waterCreature> T_T
[11:02:31] <Whiskee> *help
[11:03:35] <Tomski> Whiskee, you said that you still have the code to show interstitials etc
[11:03:56] <Tomski> So it happens when you dont have any code at all also?
[11:04:19] <Whiskee> I mentioned that because if I didn't, it could be a linking issue with treeshaking. It doesn't make a difference if I actually use the pod or not
[11:04:23] <Whiskee> it doesn't compile at all
[11:04:34] <Tomski> Ok, confusing
[11:04:54] <Tomski> If you can reproduce just by adding the dependency in a blank project, you should report the issue on their tracker
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[11:05:29] <Whiskee> I guess I'll do that yeah
[11:05:47] <Tomski> Whiskee, you are using the snapshot of robovm too right?
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[11:05:56] <Whiskee> latest nightlies yep
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[11:40:25] <EvilEntity> why does this light keep getting broken?? Hey... shouldnt that be >=? fuckkk
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[11:43:03] <Whiskee> Tomski: solved it. I rebooted the OSX VM and no more errors (wtf)
[11:43:13] <Whiskee> I think there's something fishy with robovm class caching
[11:44:43] <Whiskee> or the way it handles linked frameworks
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[11:49:39] <spacekookie> Whiskee: You can run OSX in a VM? VirtualBox?
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[11:50:07] <Whiskee> I use VMWare because I had a few issues with VirtualBox
[11:50:09] <Whiskee> but yes it works
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[12:36:22] <ilarip> Is it feasible to measure the performance of render() with PerformanceCounter? Start at beginning and stop at end, log stats, reset counter, right? Wondering due to tick() description
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[13:59:44] <Ashiren> well something is null isnt it
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[14:04:28] <Tomski> uri is nullarino
[14:04:28] <Ashiren> uri probably
[14:05:16] <Bernzel> Very correct and I suspect this is related to the android API I'm running, because this exact code worked on a previous phone. Would that make sense?
[14:10:24] <Tomski> Bernzel, bad intents probably. What intents are you creating?
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[14:12:02] <Tomski> uhoh
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[14:21:38] <mobidevelop> O.o
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[14:24:30] <Bernzel> Tomski uhoh?
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[14:44:32] <Ashiren> Bernzel: you should check for null
[14:44:39] <Ashiren> phone might not have appropiate app to resolve this
[14:44:47] <Ashiren> and/or may return unrecognizable data
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[14:56:23] <Bernzel> Ashrien check if uri is null?
[14:56:34] <Bernzel> Ashiren *
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[14:57:56] <mobidevelop> o.O
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[15:41:17] <pleitsi> eclipse or android studio for new libgdx projects?
[15:42:49] <Tomski> intellij IDEA
[15:45:08] <pleitsi> is new eclipse any good?
[15:45:12] <pleitsi> still using juno
[15:45:24] <pleitsi> i rather use eclipse, because im familiar with it
[15:45:32] <pleitsi> less learning needed to change :P
[15:47:22] <Tomski> Sounds like you already know what you want to use
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[16:03:43] <Durvin> anyone have a good glsl eclipse plugin they recommend?
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[16:10:12] <ftgf2> Xoppa: hello.
[16:10:54] <ftgf2> shouldn't we we doing :
[16:11:56] <ftgf2> Xoppa: current += (Gdx.graphics.getDeltaTime() * speed) / Math.cos(out.angleRad());
[16:12:09] <ftgf2> sorry current += (Gdx.graphics.getDeltaTime() * speed) * Math.cos(out.angleRad());
[16:12:34] <ftgf2> I don't follow what out.len() is doing there. the derivative is out.y / out.x
[16:12:45] <ftgf2> can you please explain?
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[16:22:22] <Tomski> ftgf2, its pretty much the same thing
[16:22:39] <ftgf2> Tomski: how ?
[16:23:03] <ftgf2> out.len() makes both (1, 10) and (10, 1) the same
[16:23:25] <pleitsi> Tomski, yeah, but is eclipse still GOOD
[16:23:30] <pleitsi> those newer editions
[16:23:33] <pleitsi> i heard they crash etc
[16:23:33] <Tomski> pleitsi, if you like it, use it
[16:23:40] <pleitsi> not if they crash :D
[16:24:05] <Tomski> I've used mars without crashes, but I dont like to use it day to day so I dont know of its overall stability
[16:24:05] <pleitsi> well eclipse is all i know, android studio could be better, i just dunno
[16:24:07] <Tomski> Im sure its fine
[16:24:12] <Tomski> pleitsi, idea*
[16:24:27] <Tomski> android studio is a specific build of intellij IDEA for android
[16:24:37] <pleitsi> ok
[16:24:57] <Tomski> I was with eclipse for years, and Im not ever going back after using IDEA
[16:24:58] <pleitsi> i guess ill stick with eclipse then
[16:25:04] <pleitsi> oh
[16:25:08] <pleitsi> so much betteR?
[16:25:26] <Tomski> Imo, yes
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[16:26:15] <pleitsi> how is it better?
[16:26:51] <Tomski> Autocompletion is much smarter, refactoring tools are more comprehensive, the visual aesthetics are nice on my eyeballs
[16:27:06] <pleitsi> :D
[16:27:16] <ftgf2> Tomski: when we say derivateAt it puts dy and dx in a Vector2 right?
[16:27:37] <Tomski> pleitsi, and jetbrains have an insane amount of other outstanding programs
[16:27:52] <Tomski> You always feel at home with their other programs if you have used one
[16:27:57] <Tomski> No matter what language/tool it is
[16:28:14] <Tomski> ftgf2, its 'normalizing' the rate at which you are progressing along the path
[16:28:48] <pleitsi> kkk
[16:28:55] <ftgf2> Tomski: right. so if it were moving on a close to vertical path (high slope) the x increments should be low right?
[16:28:56] <Tomski> But that would look weird, because the nodes arent at the same intervals
[16:29:07] <Tomski> So its normalized by dividing by the hypotenuse
[16:29:13] <Tomski> brb
[16:31:11] <Tomski> ftgf2, right
[16:31:51] <ftgf2> Tomski: in my case, I am creating the Path by using fixed x increments.
[16:32:13] <ftgf2> but my Path is not a straight horizontal line. it can be complex.
[16:32:36] <ftgf2> I want a ball to move at a constant speed along the Path
[16:32:57] <ftgf2> the speed has to measured by the amount of distance it covers *on* the Path and not along the x-axis.
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[16:34:39] <ftgf2> my idea was that, if I find the angle of the Path at some point (at "x" on the x-axis), multiplying my delta (a function of time elapsed) with Math.cos(angle) should give me the base projection of the hypotenuse
[16:34:53] <ftgf2> which would be my required x increment.
[16:34:58] <ftgf2> does that sound correct?
[16:35:55] <Tomski> Why not use what is given in the wiki page?
[16:35:57] <Ralphanese> Eyyyyy
[16:36:06] <Tomski> Are you seeing a different result than you expect?
[16:38:05] <ftgf2> Tomski: yes
[16:38:21] <Tomski> What are you seeing?
[16:40:37] <ftgf2> Tomski: it's hard to characterize. I'll post a video. brb.
[16:45:40] <Adnn> Has anyone implemented P2P in their game (any platform) ? If so, using what ?
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[16:53:17] <[twisti]> pay to play or peer to peer ?
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[17:24:40] <jeffol> I'm unloading (assetManager.unload(textureAtlasName)) my texture atlases (title screen graphics) when the content changes to save memory. When I return to the title screen, I tell the asset manager to reload the texture atlas, (assetManager.load(spineFileData.atlasFileName, TextureAtlas.class)) and also tell it to finish loading. But the textures are black boxes :(
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[17:25:59] <jeffol> I tell it to rebuild my skeletons with the reloaded texture atlas and it is still not loaded right
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[17:31:01] <Xoppa> jeffol, calling #load on it self does nothing
[17:32:47] <jeffol> Say what?
[17:33:01] <jeffol> calling load on an object does nothing? ;o
[17:33:56] <jeffol> I call assetmananager load when i want to load, assetmanager unload when i want to unload, and then assetmanager load when i want to use the asset again. what am I missing? :o
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[17:46:47] <isdera> do you guys flip your t-shirts that have logos inside out when you put them in the wash?
[17:47:09] <Mezzenstein> nope
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[17:56:28] <[twisti]> i flip most everything when i put it "in the wash"
[17:56:50] <[twisti]> otherwise the corners and edges get dull or worn off
[17:57:47] <isdera> I thought I read somewhere once that it can help preserve the logo if you flip em.
[18:01:41] <[twisti]> probably depends on the paint, ive heard that too
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[18:13:13] <Xoppa> jeffol, you need to call #update() or #finishLoading()
[18:15:22] <jeffol> Right, I call finishLoading :/
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[18:22:32] <jeffol> :|
[18:23:50] <[twisti]> can you narrow it down to a single file test case ?
[18:24:51] <jeffol> yeah, if it was all in a neat single file I'd have linked it by now
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[18:26:46] <[twisti]> im asking you to make such a file
[18:27:06] <[twisti]> well, i mean, im suggesting it
[18:27:17] <[twisti]> i cant help either way
[18:27:48] <jeffol> I know :-)
[18:28:12] <jeffol> I got it to work just now. I threw out my loaded spine data and had it completely reload. that worked, at least.
[18:28:52] <[twisti]> weird, but yay
[18:28:58] <jeffol> :>
[18:33:20] <jeffol> Oh I got it! I must have been very tired last night when I wrote my reload code :/
[18:33:45] <jeffol> I forgot to set my processed skeleton data to null so that it would regenerate with the reloaded texture atlas :/
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[18:40:16] <jeffol> thanks for the answers xoppa and [twisti] help me confirm that i was doing something wrong
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[18:41:39] <isdera> is there a quick easy way to make my own Wiki references??
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[18:43:26] <Tomski> isdera, references?
[18:45:13] <isdera> i have all these notes about my game, and they're so unorganized. id like to make a little page with links to the refrences or something.
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[18:46:36] <[twisti]> you mean make your own wiki ? try tiddlywiki, its a minimal wiki in a single file, no php, no server needed, no databases etc
[18:47:48] <isdera> thanks ill check this out
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[19:16:25] <benohohoh> Is it possible to have a FitViewport align the contents to the left instead of center?
[19:16:43] <benohohoh> (So there would only be a right black bar?
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[19:21:24] <Adnn> benohohoh, viewport.setScreenX(0);
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[19:23:08] <benohohoh> Hmm, that doesn't seem to be working
[19:23:36] <benohohoh> Maybe I'm doing something else wrong, I'll look
[19:23:38] <Adnn> benohohoh, I just tried it on my side and it seems to be working ?
[19:23:51] <benohohoh> Okay thanks
[19:24:00] <Adnn> Try calling it in the resize method benohohoh
[19:26:33] <benohohoh> Still not working - maybe since I'm defining my own camera?
[19:27:26] <benohohoh> No, that doesn't seem to effect anything, weird
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[19:30:02] <Adnn> Show me your code
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[19:35:21] <benohohoh> I believe that file contains everything relevant
[19:35:47] <Adnn> try viewport.apply() in the render method
[19:38:05] <benohohoh> Doesn't work
[19:38:26] <benohohoh> Maybe it's related to the simulation.draw() method which draws like this: renderer.render(world, viewport.getCamera().combined);
[19:38:56] <benohohoh> (Where renderer is a Box2dDebugRenderer)
[19:39:30] <isdera> my PNG image is RGB mode 8-bit .. why is ETC1_compressor throwing an exception "Can only handle RGB565 or RGB888 images"??
[19:40:28] <Adnn> benohohoh, could be. You can figure it out
[19:43:30] <pleitsi> how do you release libgdx game through steam?
[19:44:20] <pleitsi> isdera, because 8-bit isnt rgb888
[19:44:29] <pleitsi> use 24bit png's
[19:44:50] <isdera> oh so it's 8-bit total, not 8-bit per channel? photoshop only lets me pick 8, 16 or 32 bit color :|
[19:45:02] <pleitsi> 32.
[19:45:08] <pleitsi> the last 8bits are for alpha
[19:45:14] <pleitsi> there are only 3 color channels
[19:45:23] <pleitsi> 4x8=32bits
[19:45:37] <isdera> ..etc1 does not support alpha
[19:45:48] <pleitsi> wat.
[19:45:57] <isdera> otherwise it would want RGBA8888 probably.
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[19:46:27] <pleitsi> what kind of compressor is it
[19:47:20] <isdera> ETC1_compressor. its a libgdx class to convert PNGs to compressed ETC1 images.
[19:50:48] <isdera> wierd a different file in RGB 8-bit/channel converted fine. i wonder if it's my texture resolution
[19:55:33] <pleitsi> why on earth are you compressing it to that strange format?
[19:55:57] <isdera> because it's the only compressed texture format Libgdx supports.
[19:56:25] <Xoppa> o.O
[19:56:28] <pleitsi> wat
[19:56:48] <pleitsi> isnt jpg compressed :d
[19:56:53] <Xoppa> ow yeah ¨compressed *texture* format¨
[19:57:00] <isdera> yes but it's not compressed in a way that a GPU can handle.
[19:57:18] <pleitsi> i don't understand :P
[19:57:27] <isdera> im not an expert on this stuff, but a JPG file gets stored in the graphics card's memory as an uncompressed image.
[19:57:57] <pleitsi> doesnt such task belong to gpu's not game programmers?
[19:57:58] <isdera> am I saying that right basically, Xoppa?
[19:58:03] <pleitsi> like... they do it automatically etc
[19:58:07] <pleitsi> hehe "etc"
[19:58:49] <Xoppa> sure, it is not something you should be focussing on btw, unless you are certain that will actually solve a reall issue you´re having (and can measure)
[19:59:03] <pleitsi> oh so you compress it runtime after loading?
[19:59:23] <Xoppa> no it is never decompressed on cpu
[19:59:23] <isdera> no i compress the textures in advance so it doesn't affect runtime performance.
[19:59:46] <pleitsi> so it's an actual format?
[19:59:59] <isdera> yes, ericsson texture compression format.
[20:00:01] <pleitsi> not just a line of code which instructs gpu to do it
[20:00:07] <pleitsi> ok
[20:00:27] <isdera> i just cant figure out why its throwing an exception when my PNG file *is* 8-bit.
[20:00:33] <pleitsi> i thgouht gpu's do that stuff on the fly
[20:00:42] <pleitsi> compress bitmaps
[20:00:48] <pleitsi> to save vram
[20:01:55] <isdera> i dont believe texture conversion is the 'job' of the GPU.
[20:04:00] <isdera> wtf.. this is a photoshop problem. When I view the Windows File properties of the PNG that was able to convert, it says 24-bit. when I view the ones that won't convert, it says 32-bit... even though photoshop is telling me 8-bits per channel. i wonder if photoshop is saving an alpha channel
[20:06:20] <pleitsi> OH HEY
[20:06:24] <pleitsi> i remember that!!
[20:06:28] <pleitsi> listen now son
[20:06:31] <pleitsi> ":D"
[20:06:48] <pleitsi> if you have even 1 bit of alpha left in the image, it saves it in 32bit depth
[20:07:05] <pleitsi> make sure all pixels are not showing any transparency through
[20:07:41] <pleitsi> i think that was the issue a long time ago when i needed non-alpha png's
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[20:20:24] <pleitsi> isdera, well?
[20:20:25] <isdera> under the channels tab in photoshop, I only see RGB, Red, Green and Blue. No alpha. ill try recreating the image as a new file
[20:20:37] <pleitsi> no wait
[20:20:51] <pleitsi> it will propably create the alpha, even if it is not in the channels
[20:21:09] <pleitsi> IF you have any transparency
[20:21:10] <pleitsi> in the image
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[20:26:13] <jivemeat> hey
[20:26:27] <jivemeat> libgdx, can you please eli5 why i can't thread some classes?
[20:27:03] <jivemeat> what can I thread, and what should I thread? We are learning about threading in class. It seems we can't have two player until the game is threaded. Is this correct?
[20:28:41] <Tomski> jivemeat, no
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[20:28:53] <Tomski> Unless you are talking about a networked game
[20:28:59] <jivemeat> local
[20:29:05] <Tomski> You dont need threading for that
[20:29:17] <jivemeat> but its seem if two players pretty keys at the same time
[20:29:24] <jivemeat> it takes precedence over another
[20:29:38] <jivemeat> press*
[20:29:39] <Tomski> No it doesnt
[20:30:01] <Tomski> regarding classes, you can thread any class, some are just not 'thread safe'
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[20:30:10] <jivemeat> meaning that?
[20:30:14] <jivemeat> data can be corrupted?
[20:30:26] <Tomski> Most are not thread safe*
[20:30:35] <Tomski> It means you have to take extra steps to use them in a thread safe manner
[20:30:57] <Tomski> It can mean all sorts of things
[20:31:19] <Tomski> But none of them are good
[20:31:45] <jivemeat> hmm
[20:32:06] <jivemeat> what would cause input not working simultaneously
[20:32:13] <jivemeat> we did make our own inputhandler
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[20:32:57] <jivemeat> extends InputAdapter though
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[20:41:22] <Tomski> jivemeat, what kind of input are you looking at? Both on one keyboard or something?
[20:45:11] <Bernzel> Is it possible to get size of the data from an Intent in kB?
[20:48:21] <jivemeat> both on keyboard
[20:48:37] <jivemeat> but we'll implement a controller like xbox at some point
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[20:52:19] <Tomski> jivemeat, so what is your issue?
[20:52:47] <jivemeat> let me load up the demo real quick
[20:54:19] <Adnn> Not libGDX related but any ideas why Gradle isn't downloading new denpendencies I specified in the build.gradle of the main folder of the project ? I ran Gradle > Refresh all.
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[20:54:32] <Adnn> Here's the line I added compile "com.esotericsoftware:kryonet:2.22.0-RC1"
[20:55:25] <jivemeat> sec
[20:55:31] <jivemeat> we broke it with the new hierarchy
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[20:58:24] <Tomski> Adnn, to what project?
[20:58:29] <Tomski> core?
[20:58:38] <Adnn> Yeah
[20:58:42] <Adnn> No wai
[20:58:44] <Adnn> wait *
[20:59:08] <Adnn> There's a folder that contains the core, desktop, android. In this folder's build.path I added that line under the core > dependencies section.
[21:00:27] <Tomski> And how did you confirm it isnt downloading?
[21:00:52] <Adnn> My dependencies didn't get resolved. I also have a download speed indicator on my screen.
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[21:05:25] <Tomski> Adnn, you got an error?
[21:05:39] <Tomski> Try restarting eclipse, or cleaning the project
[21:05:44] <Tomski> Worst comes to worst, reimport it
[21:05:55] <Adnn> No errors, I'll try.
[21:07:01] <jivemeat> ok wow
[21:07:04] <jivemeat> thats strange
[21:07:12] <jivemeat> it works fine at home
[21:07:26] <jivemeat> im assuming because my keyboard allows multiple key presses
[21:07:37] <jivemeat> but I do have a question now because you helped me realize a bug
[21:07:46] <jivemeat> how can I divide my x, y vector by /100
[21:08:47] <Tomski> vector.scl(0.01)
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[21:10:48] <jivemeat> how can I do it permanently?
[21:11:24] <jivemeat> wait i probably figured it out
[21:12:32] <jivemeat> this.coordinates = new Vector2(coordinates.scl(0.1f));
[21:12:43] <jivemeat> gives very different results than 150/100, 150/100
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[21:15:03] <jivemeat> oh 0.01
[21:15:05] <jivemeat> derrr
[21:15:07] <jivemeat> im sorry
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[21:19:09] <Adnn> They weren't getting downloaded because they were already in the cache, removed them and redownloaded then refreshed all, solved. o/
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[22:03:26] <abs25> omg
[22:03:32] <abs25> wrong chat
[22:03:35] <abs25> damn i3
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[22:30:03] <Adnn> If I have a new Sprite(new Texture(blabla))); is there a possible way I can get back to blabla from the sprite ?
[22:30:09] <ASneakyFox> has anyone here upgrades to the new intellij idea- had any problems involving libgdx?
[22:30:16] <ASneakyFox> upgraded*
[22:30:24] <Tomski> ASneakyFox, 15 is broken if you use android
[22:30:37] <Tomski> Well, its already fixed, but not in the current released version
[22:30:38] <ASneakyFox> whew good thing i asked first :P thanks
[22:30:42] <Tomski> I think thats only importing though
[22:31:02] <ASneakyFox> i guess ill wait a few weeks before i upgrade
[22:31:10] <Adnn> Uh I think I'm overthinking, nvm
[22:31:42] <isdera> or perhaps underthinking :P
[22:32:12] <ASneakyFox> Adnn, you probably have some really weird organiztion going on if youre trying to find the file location of a texture after you already made the texture :p
[22:32:42] <Adnn> Actually I'm very proud of how my code is organized this time, but the problem is with transfering over the network.
[22:33:02] <Adnn> I'll try to solve it anyway
[22:33:08] <Xoppa> not keeping a reference to things you need to dispose is usually not a good idea Adnn
[22:33:33] <Adnn> Xoppa, there's already a sprite.getTexture().dispose(), nah ?
[22:33:58] <Xoppa> no, that would only work if each sprite would have its own texture, which is very unlikely
[22:34:25] <Xoppa> *unlikely: something you should avoid
[22:34:51] <Adnn> So I should use the same texture instance of new sprites (that are the same)
[22:35:00] <Adnn> s/of/for
[22:35:06] <Xoppa> and even for sprites that arent the same
[22:35:24] <Xoppa> but indeed, at least for sprites that are the same
[22:35:38] <Xoppa> *at least = also
[22:36:21] <Adnn> By same I mean that have the same texture, not same size or anything else.
[22:36:33] <Adnn> I can't create a player sprite with a bullet texture that is.
[22:36:54] <Xoppa> Adnn, i think that your definition of ¨texture¨ is not quite right
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[22:37:27] <Xoppa> either way: always keep a reference to things that need to be disposed and properly dispose them
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[22:37:56] <Adnn> Oh yeah, packing the textures. It's inconvenient in the development phase for me since I just look for textures I need. Maybe I should make a list first.
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[22:39:03] <Xoppa> Adnn, how is it inconvenient to write code that you dont have to rewrite later on?
[22:39:49] <Xoppa> i mean, if you already know that you should use a texture atlas (and thus multiple sprites per texture) then you also know that disposing the texture of a sprite is going to cause issues
[22:40:32] <Adnn> It's not too much code :P. But anyway you're right, using an atlas will help me get the textures by names which will eventually solve the issue I'm originally having.
[22:40:39] <Adnn> Thanks
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[22:43:49] <Adnn> I might name a kid after Ashley if things continue going so smooth.
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[22:55:40] <TEttinger> you're named after a gamedev library, daughter
[22:55:49] <TEttinger> "I thought it was ashley madison"
[22:57:00] <Adnn> Uhh I'll go for gdx-Ashley then.
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[23:00:07] <TEttinger> that's so unfortunate for all the women named ashley in the world. you should name your daughter after something safe as a role model... uh... if her name was castratia, you might have to worry less about boyfriends as a teenager
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[23:03:41] <TEttinger> nguoc nguyen would be a pretty hilarious name to give a non-vietnamese baby
[23:04:00] <Adnn> is that a name ?
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[23:06:16] <TEttinger> oh man, Ngoc Nguyen Tran Bich
[23:06:47] <Adnn> haha
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[23:14:51] <Adnn> that's why you should make sure your name isn't insulting before you travel
[23:15:10] <TEttinger> death to america williamson
[23:15:23] <TEttinger> uh, maybe you shouldn't take the plane there
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[23:17:50] <Adnn> also beware of some words, because some just plainly translate to bad words. An example of ours is the word "air" which translates to p*nis. (xd xd 12 years old)
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[23:20:41] <Guest97962> Any idea why a stage would not draw any actor?
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[23:21:43] <Adnn> Guest97962, have you added the actors to the stage ?
[23:23:22] <Guest97962> Yes
[23:23:53] <Guest97962> stage = new Stage(new FitViewport(Gdx.graphics.getWidth(), Gdx.graphics.getHeight())); playerActor = new Player(game); stage.addActor(playerActor);
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[23:24:09] <Adnn> Pastebin please
[23:24:13] <Guest97962> Ahh
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[23:24:46] <Adnn> Also why set a fitviewport to the screen's width and height ? That's kinda breaking its use
[23:25:10] <TEttinger> Adnn: malaysia?
[23:25:19] <TEttinger> I thought air was water
[23:25:30] <Adnn> TEttinger, Lebanon
[23:25:34] <TEttinger> oh, ok
[23:25:41] <TEttinger> air is the malay word for "water"
[23:25:48] <TEttinger> pronounced ah ear
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[23:25:54] <Adnn> aha
[23:25:57] <Adnn> you're from there ?
[23:26:00] <TEttinger> no
[23:26:07] <TEttinger> but I listen to weird music
[23:26:14] <Adnn> Haha, okay
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[23:27:27] <Guest97962> As for fitviewport.. the code is getting messy with my fix attempts.
[23:29:01] <Adnn> If you could paste the two classes instead of snippets
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[23:34:09] <Xoppa> Adam, have a look at it blog.xoppa.com/pixels
[23:34:21] <Xoppa> you probably want to rewrite that entirely
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[23:35:32] <Xoppa> euhm never mind that
[23:37:09] <Adnn> Guest97962, pretty messy with this viewport, I'd suggest system.out.printing in the render method to find the problem, try printing the player's position for instance, and his size to make sure that everything is being applied
[23:37:19] <Adnn> that's what I do >.>
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[23:38:36] <Adnn> I also set a button for camera zoom to check if anything is being drawn out of bounds (when I didn't know how to deal with viewports and cameras properly)
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[23:55:39] <Guest97962> thats my problem
[23:55:48] <Guest97962> I'm trying to work my way around viewports and camera
[23:55:49] <Guest97962> cameras
[23:55:56] <Guest97962> While utilizing Scene2d
[23:58:35] <Adnn> oh look
[23:58:41] <Adnn> You're not updating the viewport on resize
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[23:59:05] <Adnn> viewport.update(width, height) in the resize method of the screen