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   November 14, 2015  
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[00:00:34] <Bashman> I do. When using something abstract like units such as 9x16, in all render logic I should use game.VIRTUAL_WIDTH and game.VIRTUAL_HEIGHT, correct?
[00:01:15] <Xoppa> yes, but if your font is like 12 in size then it wont render anything useful
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[00:01:44] <Bashman> lol, I spent an hour last night trying to find how to resize my GlyphLayout
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[00:02:44] <Xoppa> for font your always want a near pixel perfect projection
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[00:10:17] <Bashman> I'm using the default font provided by libGDX. Is the default font small? I am finding no resizing options.
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[00:11:02] <Xoppa> its probably something like 12
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[00:16:11] <Bashman> Ok. I'll address that a bit later, but as for the resizing issue, my StartScreen runs resize on creation but never resizes after when I resize the window
[00:17:05] * jeffol packages iOS app and uploads to Apple \o/
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[00:27:29] <Xoppa> Bashman, thats probably because you´ve overridden it in your game class but didnt call it
[00:30:52] <Bashman> Xoppa, that was an issue. Removed it from the game class and resizing is properly being called! Almost there. But when I fullscreen, the text still disappears off screen
[00:31:00] <Bashman> You think this could be due to the small font size?
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[00:32:36] <Xoppa> no, because of the small viewport
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[01:11:34] <guest001> hi guys, I got a question about stages, camera and coordinates. can anybody help me?
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[01:15:29] <toep> I have a question regarding porting my game to html, and I seem to get a shader related error from webgl. Can anyone help?
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[01:28:56] <Xoppa> guest001, answered it on so
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[03:05:29] <Delmadan> Has anyone got Game Center to work?
[03:06:14] <Delmadan> even just user authentication
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[03:19:54] <Delmadan> all good. had to enable in iTunes :)
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[03:21:49] <Epoch`_> I'm back! :)
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[03:35:49] <learning> How can you delay a show of text on overlap of 2 objects ?
[03:36:45] <cackling_ladies> what do you mean with delay?
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[03:42:26] <learning> i have a monster is connected to and if(object.overlaps(monster.object) and inside there i would like to have like a Rpg score popup each time monster attacks, i've tried to hold it with time dealy etc but the if makes the score.
[03:42:31] <learning> hidden way to fast.
[03:43:11] <learning> tried calling it outside with a timer but it did not work.
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[03:44:38] <cackling_ladies> no clue why that couldnt work. Try reduce the amount of change done per frame then.
[03:47:31] <learning> the strange thing is that the timer hold is condition to the logic that it should hold the text visible, for longer then each object overlap but i guess yeah.. that each overlap resets it somehow or at least makes the delta go faster so that the text is not shown.
[03:47:35] <learning> for long.
[03:49:19] <cackling_ladies> this is the job for println man
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[03:58:50] <learning> cackling_ladies: can you take a look http://pastebin.com/zHdKsib8
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[04:01:59] <cackling_grandma> learning, do you update the particle every frames so it animate?
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[04:04:34] <learning> cackling_grandma: yes i do
[04:05:39] <cackling_grandma> beyond what you sent me, do you check if the particle is already animating?
[04:06:10] <learning> the particle is not the issue here
[04:06:51] <learning> popupScore() + time + text/score display is the issue
[04:07:27] <cackling_grandma> I didnt scroll down. My bad.
[04:07:42] <cackling_grandma> what was their issues again?
[04:09:31] <learning> cackling_grandma: well it shows the text each time it overlaps with the other object as it should but.. the problem is that it ignores the fact that i want the text to stay "shown" for longer
[04:10:13] <learning> but the overlap somehow controls my display of text even when it has a time delay set.
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[04:11:00] <cackling_grandma> it flashes in and dissapear the moment you stop overlapping?
[04:11:04] <learning> yeah
[04:11:10] <learning> exactly
[04:11:24] <cackling_grandma> yes because your popup check is inside the if(it is overlapping) clause.
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[04:11:41] <learning> yeah i know
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[04:12:17] <learning> i tried to run it outside of it but then all objects have the text all the time and never hides even when the "checks" are set to false and time is reset.
[04:13:17] <cackling_grandma> you want this shown per instance of overlap or per object?
[04:14:07] <cackling_grandma> for example, if an objects is overlap at two different spots at the same time, how many popup do you want?
[04:14:40] <learning> on both but only when the overlap happens
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[04:15:39] <learning> so if you move to grab object 1 then "boom overlap" show text keep it on screen for a little while and then move on to next object on screen..
[04:15:42] <learning> and repeat.
[04:15:48] <cackling_grandma> hmm that sounds like something I really do not want to deal with.
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[04:17:25] <cackling_grandma> I dont exactly know your implementation, but I think you need to have a list of popup. Whenever an overlap occur, it add one popup object to the list. This list is processed per cycle, showing popup and removing old popup.
[04:17:52] <cackling_grandma> the trick now is to make sure that one instance of overlap doesnt spam infinite popup messages
[04:18:12] <cackling_grandma> alternatively, make the popup messages last so short that you need an infinite amount of them :)
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[04:19:54] <Epoch`_> So, what is the community's take on Overlap2D? I just got the latest release, and while it's better than the first public release, it's still pretty buggy. But, I am happy that they put out the editor source code on GitHub. Do we anticipate Overlap2D will be a common community addon like box2Dlights?
[04:21:40] <learning> cackling_grandma: i think i know a way to make a "cheat" for this.. and just use particles cause it has it's own built in time(set) on xml that it reads on start.. so the overlap.
[04:21:59] <learning> does not affect it to show and hide fast.. as text does
[04:23:06] <learning> so that might be a easy fix to the problem..
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[04:55:50] <Delmadan> what IRC client do mac users use?
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[04:59:52] <matty_r> What is the most efficient method of detecting if an actor collides with another actor?
[05:00:12] <Delmadan> Rectangles
[05:00:37] <matty_r> does that allow for rotation?
[05:00:51] <Delmadan> nope :(
[05:00:58] <matty_r> ok
[05:01:11] <Delmadan> are you using Scene2D
[05:01:17] <matty_r> yep
[05:01:32] <matty_r> my GameEntity extends the Actor class
[05:01:43] <matty_r> and their bounds are set within the constructor
[05:03:01] <matty_r> I'm currently using two methods - One method uses Intersector.intersectSegments() and I feed it multiple points of an actor, the other uses Intersector.isPointInTriangle() and I feed it points of an actor.
[05:03:50] <matty_r> The only problem with that is I have to constantly be polling all of my actors to see if any of them are colliding/overlapping
[05:05:07] <matty_r> Maybe I could create a runnable class that does the polling
[05:05:12] <matty_r> that might be more efficient
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[05:24:01] <TEttinger> Delmadan: when I had a mac I used colloquy
[05:24:09] <TEttinger> I think it's paid today
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[05:26:20] <Epoch`_> matty_r, you only need to poll the object(s) that moved since the last entity update (invalidation model), and you only need to test the objects that are near it.
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[05:29:39] <Delmadan> Ah, ill have to check it out
[05:29:43] <Delmadan> cheers TEttinger
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[11:19:25] <Leejjon> does anyone have a workaround for the "Gradle project sync failed" error you get with the new IntelliJ 15?
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[11:20:24] <Leejjon> other than going back to intellij 14.x
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[12:45:14] <matty_r> Is there a way to do collision handling on a seperate thread? For instance a loop that runs continously checking if an event occurs?
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[12:56:49] <[twisti]> it seems like the synchronization for that kind of thing would impose a hefty performance penalty, and would be a lot of work to write, let alone get bug free
[12:57:04] <[twisti]> what would be the goal ??
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[12:59:18] <matty_r> I'm not 100% sure, just thought it would be better for performance if it wasn't in the Render thread
[13:00:09] <matty_r> not sure if thats a thing thats normally done
[13:03:35] <[twisti]> that kind of thing normally isnt done because correct multithreading is really hard, and you can do a lot of things wrong, so its usually not worth the extra effort
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[13:04:40] <matty_r> Fair enough, I figured i'd have it running on another thread and then tell the render thread that a collision has taken place and to handle it
[13:05:01] <matty_r> doesn't really matter though, was just curious
[13:06:11] <[twisti]> things like that may make sense, the thinking isnt totally wrong, but there are a lot of implications to consider when using multiple threads
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[13:06:32] <cackling_grandma> you can indeed do collision handling on an another thread
[13:06:57] <cackling_grandma> but unless your game is massive, with lots of things going offscreen
[13:07:17] <cackling_grandma> it'd just take more time syncing threads than actually doing collision detection
[13:08:36] <matty_r> Fair call. Atleast now I know to not bother with it :)
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[13:10:51] <cackling_grandma> matty_r, yes. Save it for when you start having performance issues :)
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[13:11:15] <matty_r> yep :)
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[13:26:04] <cackling_grandma> damn, cant override static methods :|
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[15:16:31] <mutilator> hey mobi
[15:16:36] <mutilator> i got this thing i thought you'd like
[15:16:55] <mutilator> 🖕
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[15:17:59] <pleitsi> is kalle online
[15:18:09] <pleitsi> box2d lights guy :)
[15:19:14] <intrigus> Kalle isn't active anymore.
[15:22:12] <cackling_grandma> mutilator, character not supported. What is it?
[15:22:35] <pleitsi> oh no :I
[15:23:02] <pleitsi> i was just wondering if my old libgdx does ok with the box2d lib
[15:23:08] <mutilator> yea kalleh has forsaken us
[15:23:09] <pleitsi> i guess i just have to test...
[15:23:58] <cackling_grandma> who maintains that library now?
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[15:26:14] <pleitsi> i have no idea
[15:26:53] <pleitsi> Kalle Hameleinen's Box2DLights
[15:26:55] <pleitsi> haha
[15:27:04] <pleitsi> i doubt it is more like "Hämäläinen"
[15:27:10] <pleitsi> never heard such a name before :D
[15:27:29] <pleitsi> without skandi's it would be something like Haemaelaeinen
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[15:32:50] <cackling_grandma> you're from finland, pleitsi ?
[15:38:54] <pleitsi> yup
[15:38:56] <pleitsi> color attribute must have 4 components
[15:38:58] <pleitsi> crash :/
[15:41:17] <pleitsi> well i guess this libgdx is just too old
[15:41:27] <pleitsi> the Color class is somehow different or something
[15:43:08] <mobidevelop> O.o
[15:44:13] <[twisti]> pleitsi: you may have accidentally imported java.awt.Color instead of com.badlogic.gdx.graphics.Color
[15:46:19] <pleitsi> nope :P
[15:46:26] <pleitsi> i just found the reason
[15:46:32] <pleitsi> i should update my libgdx
[15:46:35] <pleitsi> at least a little
[15:46:46] <[twisti]> what version are you using
[15:46:49] <pleitsi> from 0.9.6 to 0.9.8 nightly
[15:46:53] <pleitsi> very old version
[15:46:53] <[twisti]> lol
[15:46:55] <pleitsi> xD
[15:47:04] <pleitsi> too afraid to update to newest xD
[15:47:07] <[twisti]> are you running windows 97 and java 1.2 too ?
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[15:47:11] <pleitsi> ofc :O
[15:47:19] <pleitsi> where are the old nightlies stores? :D
[15:47:49] <pleitsi> https://libgdx.badlogicgames.com/releases/
[15:47:53] <pleitsi> i found the releases
[15:49:30] <pleitsi> haa
[15:49:34] <cackling_grandma> lol win97
[15:49:37] <pleitsi> i got some 2 months older nightly on my comp
[15:49:43] <pleitsi> win 97 is the best
[15:49:59] <desertpunk12> is it faster yo use vectors than pain image?
[15:51:10] <cackling_grandma> ouch, the pun.
[15:51:53] <pleitsi> pain is good, especially in image format
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[15:53:25] <pleitsi> im now blindly testing different libgdx versions :D
[15:54:09] <[twisti]> actually win 97 sucked, win 98 was really good, until 2k came out
[15:55:49] <pleitsi> hmm
[15:55:58] <pleitsi> i have a mad idea to upgrade my libgdx
[15:56:20] <pleitsi> it would propably take a good couple of weeks to repair
[15:56:44] <[twisti]> do it, its worth it if only so you can use current advice
[15:59:13] <pleitsi> my gdx.jar has been modified 28.7.2013 :D
[15:59:24] <pleitsi> any of the releases don't date back that far
[15:59:30] <pleitsi> so im not sure what version this is
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[16:00:25] <cackling_grandma> the last good windows was NT 4.0 imo
[16:02:08] <pleitsi> omg mine is newer than 0.9.6
[16:02:13] <pleitsi> no wonder my test was a failure
[16:02:50] <pleitsi> ok 0.9.9 is newer xD
[16:04:43] <pleitsi> updated... only 133 errors now
[16:04:45] <pleitsi> only.
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[16:06:10] <Tomski|> you should just update
[16:07:48] <[twisti]> hes clearly invested in wasting a lot of his time and energy trying to do something stupid, and he doesnt seem to be open to advice
[16:09:08] <cackling_grandma> what's the command to check libgdx version again?
[16:09:44] <Tomski|> There is a string in Version
[16:10:15] <pleitsi> ive already invested 3 years of my time to this project :D
[16:10:35] <cackling_grandma> 1.5.6 here. Not to bad, I guess!
[16:10:38] <EvilEntity> eh, just update one major version at a time and you will be fine
[16:10:45] <Tomski|> There is almost no point in just updating to 0.9.9
[16:11:01] <pleitsi> no i just tried if it would work without any madness
[16:11:05] <pleitsi> but i got a lot of madness
[16:12:41] <Tomski|> Well if you plan on never updating again after going to 0.9.9, ok
[16:13:18] <cackling_grandma> at which version did we force glsl?
[16:13:25] <cackling_grandma> and shader 2.0?
[16:14:25] <pleitsi> can i even use the latest build, this doesn't use gradle build
[16:14:47] <desertpunk12> anyone here using bluetooth?
[16:14:54] <cackling_grandma> you need gradle if you want to support android.
[16:14:56] <Tomski|> IT was removed in 1.0 cackling_grandma
[16:15:01] <cackling_grandma> Otherwise, just copy the jar over.
[16:15:22] <Tomski|> You dont need gradle to use libgdx
[16:15:38] <Tomski|> And you dont need gradle for android either
[16:15:46] <cackling_grandma> what really?
[16:15:54] <cackling_grandma> I was fooled!
[16:15:57] <EvilEntity> you dont need ide either, notepad is grea
[16:15:58] <EvilEntity> t
[16:15:58] <Tomski|> By yourself
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[16:16:25] <cackling_grandma> been bothered by that | too, Tomski.
[16:17:15] <pleitsi> im not following.. if i upgrade to newest, can i compile to android?
[16:17:26] <pleitsi> without gradle
[16:17:47] <Tomski> yes
[16:17:55] <pleitsi> tutorials? :D
[16:18:09] <cackling_grandma> I just use a bunches of commandline to invoke android sdk functions
[16:18:28] <cackling_grandma> I'll get rid of gradle and see if they still work!
[16:18:31] <EvilEntity> i bet you like nailing your dick to the floor as well
[16:19:17] <pleitsi> or should i transfer my game source to gradle?
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[16:24:36] <Tomski> pleitsi, you just use it like any other android project
[16:24:42] <Tomski> You can use gradle or not
[16:24:55] <Tomski> Generating a new project with the tool and transfering source is the quickest way
[16:27:02] <pleitsi> ok
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[16:32:46] <pleitsi> hmm
[16:33:12] <pleitsi> if i just make a new project with gradle and copy my game source into it
[16:33:21] <pleitsi> and start using gradle for builds :P
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[16:37:52] <cackling_grandma> I tried that. Easier said than done
[16:38:31] <cackling_grandma> I really hate gradle's default structure, changing that turned out more work than I wanted to deal with
[16:39:23] <pleitsi> :/
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[16:45:00] <Tomski> You dont have to use gradle even if you generate it with the tool
[16:45:17] <Tomski> cackling_grandma, what do you mean by structure?
[16:45:29] <Tomski> You dont even have to use the setup tool to use the latest :/
[16:45:40] <cackling_grandma> what folder goes where and mean what.
[16:46:13] <Tomski> Like what?
[16:46:19] <Tomski> Because all of that is very easily customizable
[16:46:41] <cackling_grandma> it has been years since I did it but I think I got a bunches of near idential projects, each for an os.
[16:47:10] <cackling_grandma> what I want is only a split folder in src for each os.
[16:47:25] <cackling_grandma> so for android, it compile src, but dont touch the windows folder in it.
[16:47:42] <cackling_grandma> I forgot I did what to make that work but it still does work so hey :D
[16:47:49] <Tomski> Thats how it is setup
[16:48:11] <cackling_grandma> then it's probably the new setup then.
[16:48:17] <cackling_grandma> The one I got was a massive mess.
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[16:54:35] <cackling_grandma> Tomski, do you by any chance know this guy called gouessej over at jogl?
[16:54:44] <Tomski> nop
[16:54:55] <cackling_grandma> alright nvm
[16:55:03] <cackling_grandma> we dont use jogl?
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[17:04:14] <Tomski> cackling_grandma, nop
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[17:09:37] <mobidevelop> That guy maintains his own jogl backend for libgdx
[17:10:00] <mobidevelop> Presumably he keeps it sort of up to date
[17:10:46] <cackling_grandma> that's some dedication
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[18:18:53] <duli> hi
[18:19:18] <duli> I want to know whether the texture size (width and height) matters for the performance of the game such as FPS
[18:19:18] <duli> ?
[18:19:46] <duli> for example I've got three texture atlases with size 1080 x 120, 938 x 86 and 900 x 82
[18:20:05] <duli> is that optimal size ?
[18:26:46] <duli> ????
[18:32:15] <cackling_grandma> duli, use power of 2
[18:32:21] <cackling_grandma> standard is 2048x2048
[18:32:52] <cackling_grandma> I dont know why you choose to split them like that
[18:33:24] <cackling_grandma> but due to rounding, your 1080x120 would get rounded to 2048x128 at best and 2048x2048 at worst
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[19:18:20] <kdarknight_> i am trying to optimize parallax effect on backgrounds using custom shader by multiplying texture texels before drawing them on screen but i am having hard time configuring shader
[19:18:24] <kdarknight_> http://pastebin.com/sw4apu4q
[19:18:39] <Tomski> :o
[19:19:02] <kdarknight_> I suck in glsl, so yelpp :/
[19:19:46] <Tomski> Why are you 'optimizing' that?
[19:20:08] <kdarknight_> because it hogs up around 10 fps on low end devices
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[19:20:30] <kdarknight_> a lot of drawing is offscreen which is useless if i use a simple batch
[19:21:01] <kdarknight_> here i can use a mesh equal to screen h/w and draw only that
[19:21:03] <Tomski> Why are you drawing offscreen
[19:21:28] <kdarknight_> let me show you my parallax without custom shader
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[19:25:12] <Tomski> kdarknight_, be careful, fps is a pretty shite way to measure performance
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[19:28:05] <cackling_grandma> silky smooth 20fps is only acceptable on consoles!
[19:28:42] <kdarknight_> Tomski, here is simple sprite version of parallax http://pastebin.com/mjdMNp3Y
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[19:29:49] <Tomski> kdarknight_, what size are those regions for the parallax?
[19:30:02] <kdarknight_> 1280x720
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[19:33:29] <kdarknight_> btw what else can i so to measure performance? draw calls? texture switches?
[19:33:43] <Tomski> frame time
[19:34:37] <kdarknight_> using PerformanceCounter ?
[19:34:50] <cackling_grandma> frame time == 1 second/fps isnt it?
[19:34:52] <Tomski> Sure
[19:35:24] <Tomski> Easy example to see why fps is not a good measure
[19:35:42] <Tomski> 200FPS > 100FPS, 5ms frame time
[19:35:43] <kdarknight_> Tomski, did you check that second link, is it a bad way to implement parallax?
[19:35:54] <Tomski> 22.2fps > 20FPs, 5ms frame time
[19:36:31] <Tomski> Its hard to read with the formatting and variables names, but it looks alright
[19:36:43] <Tomski> Id pack the textures though, and probably not use 1280x720 for them
[19:37:21] <kdarknight_> let me draw in paint to show what i think is the problem :P just don;t mind my super art skills
[19:37:33] <Tomski> kdarknight_, dont assume, measure
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[19:39:09] <cackling_grandma> I dont get your example, Tomski
[19:39:16] <cackling_grandma> can you explain?
[19:40:07] <Tomski> 200FPS is a 1/200 frame time
[19:40:40] <Tomski> So a frame time of 5ms
[19:40:49] <Tomski> 100FPS is a 1/100 frame time, 10ms
[19:40:54] <Tomski> Difference of 5ms frame time
[19:41:01] <Tomski> Do the same for 22.2FPS, to 20FPS
[19:42:37] <cackling_grandma> still dont get what you mean.
[19:43:08] <cackling_grandma> my train of thought is very simple: Is my FPS >= target FPS?
[19:43:47] <Tomski> Sure, but if you want to actually profile something to see what is the cause of your low fps
[19:44:04] <Tomski> Or if you are wondering if something is a more optimized implementation, you shouldnt be using FPS
[19:44:14] <Tomski> Its not linear
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[19:45:01] <cackling_grandma> yes but it's a check of whether I need optimization, rather than determining the actual item to optimize.
[19:45:10] <Tomski> you get a drop of 50FPS and you freak out, yet you think a drop of 1FPS and you think everything is good
[19:45:21] <Tomski> Even though the drop of 1FPS may be taking more actual time
[19:45:58] <cackling_grandma> if my target fps is 60 and it drop from 200 to 100 yes it doesnt matter :)
[19:48:41] <kdarknight_> Tomski, http://postimg.org/image/5cobvoop5/
[19:49:02] <kdarknight_> as you can see the sprite is drawn useless even outside camera
[19:49:24] <kdarknight_> because i am using two sprites to create continuous effect
[19:50:43] <Tomski> Those are clipped
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[19:51:39] <Tomski> But measure the two different methods and see
[19:51:52] <kdarknight_> rest sprites are clipped but 2 are always drawn no matter what.
[19:51:59] <kdarknight_> i can't measure the shader one
[19:52:06] <kdarknight_> because its not working :/
[19:52:15] <Tomski> Those sprites arent 'drawn'
[19:52:56] <Tomski> The triangles are clipped to clipping space boundary
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[19:54:34] <Tomski> kdarknight_, sure you can
[19:55:37] <kdarknight_> http://pastebin.com/sw4apu4q this technique doesn't work. Only one layer is drawn, don't know why they are not blending in
[19:56:08] <kdarknight_> i stole this technique from http://notnowlewis.com/blog/2013/12/18/parallax-background-glsl-shaders/
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[19:57:27] <Tomski> what layer is drawn?
[19:58:08] <Xoppa> that looks like a lot of code to implement parallax
[19:58:25] <kdarknight_> i have three images for parallax, only the texture0 is drawn the back one. I have tried switching it to other texture but messes up the rest
[19:58:40] <cackling_grandma> how much more fps / frame time / whatever if you dont draw the parallax?
[19:58:53] <Xoppa> last time i implemented parallax i simply multiplied the location with a normalized z value and sorted them on that value as well
[19:59:16] <kdarknight_> if i don't draw backgroud its around 50, with background around 38
[19:59:43] <kdarknight_> Xoppa, can you check that fragment shader? if i am doing it right?
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[20:00:10] <Xoppa> why would you need a different shader to implement parallax in the first place kdarknight_?
[20:00:56] <kdarknight_> fps are fine on desktop! but not on low end device like moto defy.
[20:01:09] <kdarknight_> Xoppa, http://pastebin.com/mjdMNp3Y this technique is slow
[20:01:32] <Xoppa> then make it faster
[20:02:09] <kdarknight_> i can't figure out any other way to implement this. I have tried drawing three different textures and using uvs move parallax. still slow
[20:02:14] <Xoppa> dont make things more complicated as needed
[20:03:05] <kdarknight_> lol, i don't want to. Its just i don't know how to do it simple :P
[20:03:16] <Xoppa> let me pastebin something kdarknight_, give me a few secs
[20:03:24] <kdarknight_> sure :)
[20:04:17] <cackling_grandma> that's not gonna be spritebatch's default glsl isnt it?
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[20:07:16] <Xoppa> kdarknight_, http://pastebin.com/msvv4q1E
[20:08:08] <Xoppa> if you like you can cache the multiplied location is scrolling doesnt happen every frame
[20:08:22] <Xoppa> and ofcourse implement frustum culling
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[20:11:10] <kdarknight_> Xoppa, okay but now i need that background continuous in repetition for that? like once it starts going out of screen, it repeats
[20:11:44] <Xoppa> then move if to the other side when it gets out of the screen
[20:11:59] <kdarknight_> i need to use at least 2 sprites right?
[20:12:05] <Xoppa> or modulo the sX if it is something basic
[20:12:31] <Xoppa> if you have something parallax then you always need at least 2 sprites
[20:13:12] <kdarknight_> and that is exactly how i am implementing it right now :P
[20:13:19] <kdarknight_> http://pastebin.com/mjdMNp3Y
[20:13:22] <kdarknight_> this one
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[20:13:36] <kdarknight_> with culling
[20:14:10] <Xoppa> exactly?
[20:14:18] <kdarknight_> not exactly i mean
[20:14:21] <kdarknight_> but close
[20:14:26] <Xoppa> if dont see any class with a z argument?
[20:14:30] <Xoppa> *member
[20:14:52] <Xoppa> ow, you use the vec3
[20:14:58] <kdarknight_> i just use ParallaxCamera for moving them at different speed.
[20:15:12] <Xoppa> why?
[20:15:18] <Xoppa> dont use a different cam
[20:15:25] <Xoppa> that implies flushing the batch
[20:17:38] <Xoppa> also, dont think in layers
[20:18:10] <kdarknight_> Okay. I guess i need to rewrite it then
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[20:47:58] <Simoon> Why does https://github.com/libgdx/libgdx/blob/fde893cec5448fdd09e778d1c103aac474950873/gdx/src/com/badlogic/gdx/utils/Timer.java#L23 say that it runs on main thread but it creates a new thread? :P
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[20:51:39] <Xoppa> Simoon, because https://github.com/libgdx/libgdx/blob/fde893cec5448fdd09e778d1c103aac474950873/gdx/src/com/badlogic/gdx/utils/Timer.java#L115
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[20:55:17] <Simoon> Xoppa: Aah I see. So the timer runs the actual "Time" code, then when it's time, it schedule it for the next frame on main loop :D
[20:56:56] <EvilEntity> ah timer, 250 line overkill
[20:58:51] <Simoon> Been using Libgdx since 2012 and have NEVER looked into this class before... xD I see so many possibilities now!
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[22:07:59] <z11> sup
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[22:51:49] <realitix> Hi Xoppa ! I have a opengl question for you.
[22:52:29] <realitix> If we don't specify #version at the top of glsl file. What is the selected version?
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[22:53:09] <Xoppa> implicit 110
[22:53:19] <Xoppa> but it depends on the drivers and gl(es) version
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[22:55:11] <realitix2> Sorry xoppa my cellphone network is not good i have to reconnect with anoter pseudo
[22:55:27] <realitix2> So implicit 110 you said
[22:55:38] <TEttinger> <@Xoppa> but it depends on the drivers and gl(es) version
[22:55:52] <Xoppa> ^
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[22:57:24] <realitix2> So why libgdx doesn't force a version in the shader ? If it depends on the driver, we should explicitly set the version?
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[22:58:37] <Xoppa> because there is no version that is supported by all drivers
[23:00:10] <realitix2> I see. How can I be sure that a function is supported? If I want to use textureSize for example?
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[23:01:46] <Xoppa> i doubt that is available in any common glsl es version
[23:01:49] <abs25> hello
[23:01:51] <Xoppa> but you could check the spec
[23:02:02] <Xoppa> note that glsl version != glsl es version
[23:02:04] <abs25> is there a way to convert fbx to g3bj format on linux
[23:02:26] <Xoppa> abs25, https://github.com/libgdx/fbx-conv/blob/master/README.md
[23:02:41] <realitix2> Here is the trap! ^^
[23:03:25] <Xoppa> ow, you were looking for the trap :D
[23:03:44] <Xoppa> yep everything needs to be the same on desktop (gl) and mobile (gles)
[23:03:52] <realitix2> I was watching glsl api, I forgot the "es" part which is totally different
[23:04:02] <Xoppa> which it often isnt (although gl 4.1 is gles 2 compatible)
[23:06:19] <realitix2> Thank you Xoppa to enlight me I understand well the big constraint to support both mobile and desktop
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[23:08:39] <realitix2> By the way, did you take a look at the shadow system 4/6 ?
[23:08:46] <abs25> Xoppa: do I need to install it or something? fbx-conv-lin64 model.fbx, says there is not fbx-... command
[23:09:47] <Xoppa> realitix2, yes, but need to take some more time to comment on it, will be monday probably
[23:10:10] <Xoppa> abs25, you download the precompiled binary and its dependencies
[23:10:22] <Xoppa> https://github.com/libgdx/fbx-conv#precompiled-binaries
[23:10:51] <Xoppa> nothing to install, just put it at some location you can use it
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[23:13:09] <realitix2> Ok Xoppa ! My last night was short, my brother was near the bataclan yesterday night, so tonight I sleep early!
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[23:13:57] <Xoppa> nn realitix2
[23:14:22] <realitix2> Bye!
[23:14:32] <abs25> Xoppa: it says its not recognized command
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[23:15:11] <Xoppa> abs25, what is not recognised?
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[23:17:00] <Xoppa> abs25, did you try something like: ./thefolderyouputitin/fbx-conv-lin64 -f file.fbx
[23:17:15] <Xoppa> if so, perhaps you need to mark it as executabl
[23:17:18] <Xoppa> e
[23:17:49] <Xoppa> *./ = /
[23:18:23] <abs25> ./fbx-conv-lin64: error while loading shared libraries: libfbxsdk.so: cannot open shared object file: No such file or directory
[23:18:57] <Xoppa> did you do the part: ¨On Linux and Mac, we have to link to the dynamic libraries of the FBX SDK (libfbxsdk.so and libfbxsdk.dylib). We recommend copying libfbxsdk.so to /usr/lib on Linux. Otherwise you can use LD_LIBRARY_PATH and set it to the directory you put the .so file.¨
[23:19:09] <Xoppa> as i linked to? https://github.com/libgdx/fbx-conv#precompiled-binaries
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[23:23:27] <EvilEntity> anyone got a clue how to add a lib so it works in jmh
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[23:24:47] <Adnn> Any idea why it happens randomly that all my sprites turn into squares on Android when I leave and re-enter the app ?
[23:27:44] <EvilEntity> my spider sense is tingling
[23:27:48] <EvilEntity> i think
[23:27:49] <Xoppa> Adnn, dont use the static keyword
[23:27:50] <EvilEntity> its a static
[23:28:26] <Xoppa> ow, sorry, EvilEntity
[23:29:32] <Adnn> You guessed it. I've tried not using it for the most part though, don't kill me.
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[23:51:59] <ASneakyFox> does anyone know how i might be able to find the file that used to be here? it seems to be gone from everywhere, but apparently there was an example of mesh raycasting in it http://code.google.com/p/libgdx/source/browse/trunk/tests/gdx-tests/src/com/badlogic/gdx/tests/PickingTest.java
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   November 14, 2015  
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