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[00:04:36] <ASneakyFox> you might be able to do animation == animationController.current to see which animation controller it belongs to, besides that you mightjust need to have a listener for each anim controller..
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[00:16:55] <fluffyblockbunny> i hate libgdx
[00:18:55] <ASneakyFox> this whole channel is bassically a libgdx haters support group :D
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[00:20:17] <Mezzenstein> :-0
[00:21:04] <intrigus> Why do you hate libgdx ^^ ?
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[00:23:55] <ASneakyFox> right now im trying to build a mesh from a heighmap, and i learned that meshes have a maximum number of verticies :D
[00:24:13] <ASneakyFox> so i think i have to break it up into smaller meshes or something to do with nodeparts or something
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[00:28:00] <wulax> you probably want to do that for frustum culling puropses anyway, if it has that many vertices
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[00:29:40] <ASneakyFox> its terrain for an RTS game, so if i make "chunks" or whatever for culling theyll be a lot bigger chunks
[00:30:13] <ASneakyFox> whats weird, is that you can actually have a lot of verts in a mesh and itll work for rendering, it only throws errors when you try to calculate the bounding box and stuff
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[00:35:41] <TEttinger> ASneakyFox: were you the person in here who recommended PLY format for program-generating 3D models?
[00:36:13] <TEttinger> meshlab was also mentioned by someone
[00:36:55] <codi^r> thats been me
[00:37:19] <ASneakyFox> nope dont even know what ply is :D
[00:38:36] <codi^r> I use it to export mesh data, then import and review them in meshlab
[00:39:08] <TEttinger> sweet
[00:39:26] <TEttinger> I'll see if meshlab has an API or command line mode I can call
[00:39:52] <TEttinger> mostly I need to optimize the meshes I will assuredly generate badly
[00:40:13] <codi^r> PLY is just a very simple format. done by a games programmer I think, so no bloat, just what you need
[00:41:10] <TEttinger> codi^r, great stuff. I already have it reading from .vox and spitting out other .vox after modifying
[00:42:37] <codi^r> yep, same here. great to have tools for verifying that the data my code generates is actually worth something :)
[00:43:34] <codi^r> I'm just waiting for magicavoxel to raise the size limit
[00:43:59] <TEttinger> oh man, haha. 128x128x128 right?
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[00:44:16] <TEttinger> magicavoxel's .vox format uses byte for x, y, and z position
[00:44:22] <TEttinger> so it could go to 256 no prob
[00:44:47] <codi^r> yeah, 120 something right now
[00:45:07] <TEttinger> it also uses byte for color, as an index
[00:45:53] <codi^r> we do a lot of color indexing ourselves, with that limit I can live ;)
[00:46:57] <TEttinger> I'm amazed at how useful indexed color can be. using rgba pixel data in a big buffer of bytes is rather slow compared to using just one byte per pixel
[00:47:13] <TEttinger> (I use one byte when writing indexed pngs)
[00:47:29] <codi^r> its good for caching too
[00:47:46] <codi^r> I store voxels in 4x4x4 chunks, 1 byte per voxel
[00:47:54] <TEttinger> it isn't a tremendous difference, but also knowing each frame of a GIF has at most 256 colors means you can skip the expensive-as-hell GIF color quantization step
[00:48:20] <TEttinger> I generate... lots of gifs
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[00:48:28] <TEttinger> I know it's a terrible format...
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[00:49:21] <TEttinger> codi^r: hm. I'm curious about that
[00:49:35] <TEttinger> 64 positions all with the same color?
[00:50:40] <codi^r> no no, its 1 byte per voxel, but they are stored in chunks of 4^3 blocks, so its linear 64 bytes per block
[00:51:12] <TEttinger> oh man this would be fun to write a nice encoding/compression scheme for
[00:52:09] <TEttinger> is the 64 bytes for bitwise operation reasons?
[00:52:14] <codi^r> the full scene is made of 64x64 blocks, and each block stores its voxels in a bounding volume hierarchy
[00:52:18] <TEttinger> so you can pass a long and use it as a mask?
[00:53:00] <TEttinger> I'm not familiar with bounding volume hierarchies but I think I should get to be
[00:53:00] <codi^r> so if I search for voxel info in such a 64x64 block, lookup is very fast down to the 4^3 chunk, and inside the chunk its just a linear lookup
[00:53:15] <TEttinger> ohhhh a spatial data structure
[00:53:33] <codi^r> yes a rather simple one, not as complex as e.g. an octree
[00:54:55] <TEttinger> https://en.wikipedia.org/wiki/Hilbert_R-tree
[00:55:37] <TEttinger> I've started using hilbert and moore curves rather heavily in my game lib code
[00:56:02] <TEttinger> users don't need to know hardly anything about them other than "they do that thar compressin' real purdy"
[00:57:17] <TEttinger> hilbert curves are over 100 years old and only recently are people finding some of the better uses for them. keeping related computations nearby in supercomputers or datacenters, for example
[00:57:54] <codi^r> yeah, math and its applications
[00:58:09] <TEttinger> I am awful at advanced math
[00:58:14] <codi^r> if only someone had told me what vector math is good for, I would have listened more in school
[00:58:38] <codi^r> a few years later and I was like "hey wait a minute, that stuff sounds familiar"
[00:58:55] <TEttinger> this is a good one http://and-what-happened.blogspot.nl/2011/08/fast-2d-and-3d-hilbert-curves-and.html
[00:59:20] <TEttinger> except for the unsigned stuff it translates easily to java
[00:59:51] <codi^r> that can be a good excercise,too
[01:00:07] <codi^r> I ported greedy meshing from javascript to c++ to java
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[01:00:17] <codi^r> introducing subtle bugs each time :D
[01:01:45] <codi^r> I didnt hear about hilbert R trees before
[01:01:48] <TEttinger> I haven't delved into butz' code yet, it's terrifying http://www.tiac.net/~sw/2008/10/Hilbert/moore/hilbert.c
[01:02:00] <codi^r> looks a little more involved
[01:02:00] <TEttinger> it does more than my code in java does
[01:04:03] <TEttinger> the neat thing about 3d hilbert curves is a 3d point in a 1024x1024x1024 integer-coord box can be represented in a 30-bit integer. and nearby integers will always be nearby in space
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[01:04:36] <TEttinger> if you're compressing, the behavior of hilbert curves is beautiful
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[01:06:37] <TEttinger> oh, and it gets better!
[01:07:49] <TEttinger> if you have 2 dimensions that should be equal, and one dimension that can easily be less, there's some neat ways to make a 3d moore curve out of stacked 3d hilbert curves, and not fill all the z or whatever (you could also make z very tall)
[01:08:25] <codi^r> now you lost me :D
[01:08:30] <TEttinger> I have a piece of folded paper in a cube I made to help visualize the 3d directions, it turned out relatively simple once I could visualize it
[01:09:20] <TEttinger> ok uh in short: hilbert curves normally fill a (n-dimensional) cubic region of space, with a line curving to touch every integer point in the cube
[01:09:45] <TEttinger> moore curves are a modified hilbert curve-based thing. they loop.
[01:10:16] <TEttinger> so a hilbert curve has a start, at say (0,0,0) and an end, at say (0,0,255)
[01:10:55] <TEttinger> by connecting the end of one hilbert to the start of another, you can chain them
[01:11:46] <TEttinger> there's a way that I use for "3d" dungeon gen that may need to generate short wide dungeons or very tall deep dungeons
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[01:13:29] <TEttinger> so I take 8x8x8 hilbert curves, and I make a square of them at the top. this can be connected to produce a 16x16x8 moore curve, and all moore vs. hilbert means is the shape is a bit different and it connects in a cycle
[01:13:54] <TEttinger> you can stack these to make a cube of 8x8x8 to fill a 16x16x16 space
[01:14:04] <TEttinger> or keep stacking to go to 16x16x800 even
[01:14:26] <codi^r> sounds like a very mathematical approach to that kind of problem
[01:14:43] <TEttinger> I think of it more like playing with lego
[01:14:46] <codi^r> did you e.g. read about the level generation for nuclear throne?
[01:14:56] <TEttinger> I read spelunky's levelgen
[01:15:01] <TEttinger> having seen NT's
[01:15:16] <codi^r> they just have some kind of simple, rule-based AI which walks around and carves rooms
[01:15:19] <TEttinger> brogue has a pretty amazing levelgen
[01:15:24] <TEttinger> oh yeah, that's what I use too
[01:15:27] <TEttinger> drunkard's walk
[01:16:23] <TEttinger> the levelgen I offer in my lib for 2d is based off of either herringbone wang tiles from the nothings C libs, or based off of my friend jab's drunkard's walk lib
[01:18:30] <TEttinger> drunkard's walk connecting rooms picked from a 16x16 grid corresponding to a moore curve, then sliced corner to corner and made symmetrical:
[01:18:30] <TEttinger> https://gist.githubusercontent.com/tommyettinger/c1cdc7fa9780539a3694/raw/70452492f21ef0ed9edfa3c5213fe588eedbb81a/dungeon.txt
[01:18:47] <TEttinger> now that I say it like that it sounds complicated
[01:19:14] <TEttinger> it's developed over time so I barely notice how many layers develop
[01:27:48] <codi^r> the result looks nice, lots of interesting looking shapes
[01:28:29] <c0ke_afk> Chaps, I've been working on an android MMO project for about a year. I have no previous game development experience whatsoever. I am quitting my job in April to spend a full time year on the project. Thus far my only serious derp moments have been with libgdx because... well, I've not worked like this before. I was wondering if any of you heavy hitters might be interested in a project such as this, we could negociate equity
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[01:31:38] <c0ke_afk> I also get how shady that message reads :| It's really, really difficult to communicate any kind of serious business over the interwebs.
[01:33:21] <TEttinger> c0ke_afk: you aren't [Coke] from the Perl6 channel right?
[01:33:44] <TEttinger> (I'm sure you're both perfectly fine)
[01:34:47] <c0ke_afk> Err, I'm not actually o.0 (from perl, not fine, I'm fine, if a little stressed :P)
[01:35:19] <mobidevelop> You're not not fine?
[01:35:34] <TEttinger> haha, just wondering. I think he commits as c0ke so I was a bit confused
[01:36:05] <c0ke_afk> mobidevelop :P You helped me so much back when this was my client http://miragerealms.com/devblog/wp-content/uploads/2014/08/doors.png
[01:36:09] <c0ke_afk> Long long time ago ^^
[01:36:14] <c0ke_afk> Slick and TWL
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[01:37:16] <mobidevelop> I vaguely remember
[01:37:20] <TEttinger> it's uh hard to find collaborators. I had given up on collaborating at all, then I started developing a lib (taking over after someone else had to leave) and I ended up in a weird spot of accepting PRs on github every few weeks
[01:38:11] <c0ke_afk> Well, I've got to a stage where I'm confident my project has money in it, enough to make me negociate it with my wife and set a date to leave my job and work it full time
[01:39:24] <codi^r> libs are a different beast. or stuff which people use. like packr :>
[01:39:25] <c0ke_afk> I'm just, I'm really not an expert at this libgdx aspect of it. My libgdx specific code is maybe 20% of my project, and the api is really easy to use, but I legitimately have no idea what I'm doing lol. I'm getting the results I want, every time, but I constantly feel like, oh fuck I have no idea how I achieved the thing
[01:39:37] <codi^r> makes me nervous I might break stuff for other people :D
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[01:42:29] <c0ke_afk> I just, I really need to find one of you guys who can spare me the time to evaluate what I've done and what I'm doing and realise, there's money here, I want in, and start working with me on taking this to the next level. I know where abouts ish I can get in the next year with this. What I don't know, is where I can get with this in a year with someone who knows what they are doing on the libgdx side of things... and the mor
[01:46:37] <c0ke_afk> I'm not asking for an immediate crazy commitment, I just think if someone (with credentials) had a chat with me for a few hours on Skype, I showed you everything I had so far and discussed where I'm going, we could legitimately make something awesome. I'm making something awesome by myself, but my libgdx knowledge is retarded at best, I've a good knowledge of the API these days but as soon as it comes down to OpenGL principl
[01:49:25] <c0ke_afk> You guys spend a lot of time helping people like me with trivial questions and specific situations in this channel night after night. Isn't there one of you who might be interested in the prospect of taking this commercial? I'm just an indy dev, and I know I am going solo here, but some of you guys have some serious OpenGL skills that I am quite frankly never going to have. Is a few hours of your time a week not worth invest
[01:49:31] <Xoppa> c0ke_afk, are you deliberately adding cliffhangers to every message? http://echelog.com/logs/browse/libgdx
[01:49:58] <c0ke_afk> I'm not, I've had a lot to drink Xoppa, your message is likely indication enough I should stfu
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[01:50:39] <Xoppa> in that case you´re exceeding the maximum number of characters per message
[01:50:58] <c0ke_afk> Bugger
[01:51:17] <Xoppa> but yeah, consider requiting when sober
[01:51:46] <Xoppa> *recruiting
[01:52:19] <LiquidNitro> maybe do a kick starter so you can employ someone?
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[01:52:56] <c0ke_afk> I feel like I'm 27, and waging my and my misses life against this crazy idea, and you guys are here schooling me on libgdx for free... surely with my architecture skills and you guys front end OpenGL skills we can produce something epic.
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[01:54:14] <ASneakyFox> c0ke_afk, what kind of project are you working on?
[01:54:42] <ASneakyFox> or are you speaking hypothetically of starting one?
[01:55:06] <c0ke_afk> Something epic that pays the bills, that is. Kick starter is something I want to approach, but not until the product is at a level where it already looks freaking awesome, people don't want to listen to all the things you 'want to do', they want to see how awesome your stuff already is, then add too it
[01:55:23] <c0ke_afk> I'm working on a cross platform PC / mobile phone MMO ASneakyFox
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[01:56:23] <c0ke_afk> I've been working on it for around a year. The server architecture is heavily spring and microservice based for scalability, the client is LibGDX primarily. The whole thing runs on TCP sockets.
[01:57:19] <c0ke_afk> Think login service, hibernate for persistence, consistent game logic server side is headless LibGDX dependent, though incoming requests are dealt by an executor, each client has it's own thread
[01:57:22] <mobidevelop> Spring is magical
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[01:59:30] <ASneakyFox> that sounds pretty cool, whats your monetization strategy going to be?
[02:00:51] <Lefanto> do you have demo/prototype? also i'm assuming you will do freemium/iaps
[02:01:20] <c0ke_afk> I do, it's currently closed alpha on the android app store however I can extend it to anyone interested as required
[02:02:21] <c0ke_afk> Monetisation is the name of the game ASneakyFox. Short honest answer, I'm not entirely sure what is going to work best. Long answer? Players have two real gameplay options at present, they can follow the storyline and level up killing stuff and doing quests, or they can tend to their farm which levels up indipendently of them
[02:03:20] <c0ke_afk> Me and a good close friend of mine IRL have spent many, many serious hours talking through the billion ways in which we can monetise things, the real pivot we have figured out is the free market in game
[02:03:34] <c0ke_afk> We want players to be able to legitimately just play the game as a farmer
[02:03:53] <c0ke_afk> and we want players to just play the game as a hero that goes and demolishes randomly generated dungeons
[02:03:57] <c0ke_afk> And we also want players that do both
[02:04:11] <Lefanto> mmo is a heavy project for 2 people
[02:04:17] <c0ke_afk> Insentives are the key, and monetisation, or at least, successful monetisation comes in form the side
[02:05:38] <c0ke_afk> Yeah, it's a seriously heavy project, I'm destroying myself stress wise working on it, hence I'm sort of having a few beers tonight and letting loose on here. I really need to find someone at least at my sort of code level to help. My friend isn't a coder, he's a mathmatician and a writer, the whole crux of everythign falls on my shoulders and on top of my day job it's too much
[02:06:07] <c0ke_afk> GWT and hibernate by day, LibGDX and my crazy socket architecture by night, it's killing me :P
[02:06:56] <LiquidNitro> go camping for a week
[02:07:21] <ASneakyFox> i'd like to work on a commercial game, but itd have to be a serious project with a serious plan. my last attempt at a commercial game ended up being in development for a year and never shipped. I think our main mistake was focusing too much on making a good game rather than SELLING a good game.
[02:07:55] <c0ke_afk> I have a lot of background experience with distributed networking and microservice architecture so the mmo aspect of it isn't actually that scary, I waste most of my time doing stupid shit like 'ok so I need to set up some stuff to show boxes around characters that attack me for just under half a second, how does that plug into my entity ashley framework correctly and how do I not kill my fps doing it'
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[02:08:39] <c0ke_afk> I implement it, then step back and go 'that's a stupid way to do it', then spend a whole night getting it right
[02:08:49] <ASneakyFox> Uis are time consuming, without them games would be easy :D (also woudlnt really be a game to most people)
[02:08:54] <c0ke_afk> When in reality someone in this chatroom could have done it right in 30 minutes
[02:09:18] <c0ke_afk> Why aren't I just paying someone to spend that 30 minuntes, my time could be much more valuably spent elsewhere, hence
[02:09:26] <Lefanto> When stuff like that happens to me, and i get overly frustrated, that's when I start cutting (very slightly) some corners.
[02:10:01] <c0ke_afk> Yeah well I am one of those assholes that can't cut corners so the whole project faceplants whilst I make sure something is perfect and it sets me back weeks
[02:10:17] <c0ke_afk> And I have enough experience to know that doesn't cut it in the real world :P
[02:10:26] <Lefanto> we all have a little of that asshole inside
[02:10:34] <Lefanto> (wtf)
[02:11:00] <ASneakyFox> i always take shortcuts, i assume whatever i code is going to be replaced at some point by something else with more features or is more optimized or whatever
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[02:11:40] <ASneakyFox> it took me a while to learn to adopt that sort of thinking though. i used to have your same problem c0ke_afk :D
[02:12:02] <c0ke_afk> Well, if this looks exciting to anyone http://miragerealms.com/devblog/wp-content/uploads/2015/01/teehee.png
[02:12:30] <c0ke_afk> I would be very happy to bring people on board, as currently, I am on the verge of going full time on this and I have no freakin' idea what I'm doing :P
[02:13:16] <LiquidNitro> youre supposed to tell people "i totally know what im doing"
[02:13:20] <c0ke_afk> If we get on well and you are qualified there is a director's stake in my company for you. Honestly, let's make a freaking game.
[02:13:50] <c0ke_afk> Yeah well, I totally don't. I have many years experience in all of the technologies required for this game aside from the, you know, OpenGL aspect lmao
[02:14:33] <Lefanto> a crazy man, but at least an honest crazy man
[02:16:25] <c0ke_afk> I think I've got my point across, imma stop talking now. If any of this resonates with anyone else my email is carlislefox at gmail dot com. I'm already a year into development and basically already have a game, I'm just realistic and know there is a long way to go before people will pay for it.
[02:18:31] <ASneakyFox> unfortunately I'm looking for smaller projects, an MMO seems like a huge undertaking. Good luck though!
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[02:31:52] <c0ke_afk> oh, www.mireagerealms.com for anyone going "what's this project then"
[02:32:07] <c0ke_afk> www.miragerealms.com, goddammit :P
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[02:43:28] <ASneakyFox> :D
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[02:49:36] <BeautiCode> Hi, I'm still new to LIBGDX. I coded my first android game using it, but it has 2 problems. The main problem that I'm trying to solve is that, it doesn't resize itself for smaller screens despite me using a StretchViewport and OrthoographicCamera
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[02:49:52] <BeautiCode> If someone could help me with this issue I'd really appreciate it.
[02:51:53] <c0ke_afk> BeautiCode the likely issue with that is DPI
[02:52:18] <c0ke_afk> Different screens have different dots per inch, or pixel densities
[02:52:35] <c0ke_afk> You can normalise it using DPI * some arbitrary number that fits your solution
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[02:56:32] <BeautiCode> hmm
[02:56:43] <BeautiCode> so how do you figure out a device's DPI?
[02:59:05] <c0ke_afk> Secv
[03:00:07] <c0ke_afk> I cant find my code that does it lol
[03:00:25] <BeautiCode> aww xD
[03:00:44] <c0ke_afk> It looks like I use an extendviewport on android
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[03:00:46] <c0ke_afk> set to
[03:00:52] <c0ke_afk> stage = new Stage(new ExtendViewport(800, 480), batch);
[03:01:08] <c0ke_afk> Where as on the pc I use stage = new Stage(new ScreenViewport(), batch);
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[03:03:14] <BeautiCode> What's stage?
[03:04:22] <c0ke_afk> Oh, that's a Scene2D thing that you use to build user interfaces (or indeed games if you go that way)
[03:05:37] <c0ke_afk> http://pastebin.com/J3FJrrpC
[03:05:48] <c0ke_afk> Is how my initial user interface is started
[03:07:12] <BeautiCode> Ah.
[03:08:04] <BeautiCode> So why would it better to use stage from scene2d to make a UI?
[03:10:02] <c0ke_afk> Err, good question. I used scene2d because the wiki pointed me at it :P
[03:10:21] <c0ke_afk> https://github.com/libgdx/libgdx/wiki/Scene2d
[03:10:40] <c0ke_afk> It is really great if you are used to working with widgets and such
[03:11:06] <c0ke_afk> If you want to just draw a really bespoke load of crap all over the screen you can just do it with texture regions I guess
[03:13:39] <BeautiCode> Ah, alright :p
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[04:16:08] <isdera> I have implemented AnimationListener. how come my onEnd(..) method isn't being called when an animation finishes?
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[08:30:51] <ASneakyFox> isdera, you need to mark your function public
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[08:40:42] <BeautiCode> I'm sort of new to libgdx. im trying to use this viewport w/ a camera and i think i've gotten it working. but now i have problems with my method that checks where the user clicked on the screen. And for some reason, my sprite positions are negative
[08:42:25] <notostraca> BeautiCode: to go between "position on the screen or in a window" to "positions in terms sprites are drawn with", you use Camera.project and Camera.unproject, there's similar ones in Viewport
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[08:45:54] <BeautiCode> ill look that up notostraca, ty
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[08:51:01] <TEttinger> huh, must have disconnected...
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[09:06:37] <BeautiCode> projections/unprojections were helpful
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[09:29:11] <Lefanto1> libgdx jam voting is on!
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[09:32:52] <badlogic> hello party people!
[09:32:54] <badlogic> http://www.badlogicgames.com/wordpress/?p=3789
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[09:32:59] <badlogic> can someone put this in the topic?
[09:33:05] <badlogic> e.g. mobidevelop or Tomski? thx!
[09:33:17] <badlogic> vote for your themes nao!
[09:33:28] <Lefanto1> voting for the themes i suggested + 3 others
[09:33:38] <TEttinger> oh badlogic, how are you not an op
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[09:35:08] <Lefanto1> hey mario btw i noticed that pre existing game art/ assets etc is valid
[09:35:24] <badlogic> TEttinger: i like to be anonymous
[09:35:25] <Lefanto1> I assume that includes particles, etc
[09:35:29] <badlogic> Lefanto1: yes
[09:36:12] <Lefanto1> oh and now OSS is mandatory?
[09:36:19] <Lefanto1> i thought it was only bonus points :(
[09:36:59] <Lefanto1> its cool tho :P
[09:38:06] <ASneakyFox> OSS mandatory is a good idea i think, though perhaps some people might not be in to it i guess
[09:38:27] <ASneakyFox> id be personally interested in seeing how other people organize their games and such
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[09:41:32] <Lefanto1> i was planning on developing a tutorial for a future project, that would include all the mechanics, (but no backend or polishing or procedural generated levels). But i don't want to give those mechanics as OSS, just in case the future project takes off.
[09:42:07] <Lefanto1> i'll just think of something else for the jam.. but i agree that for the most part oss is a good idea
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[10:12:58] *** Tomski changes topic to "Welcome to the #libgdx channel, libgdx JAM is ON! http://www.badlogicgames.com/wordpress/?p=3789 -http://libgdx.com. libGDX 1.7.1 released: http://www.badlogicgames.com/wordpress/?p=3784 - Logs: http://echelog.com/?libgdx - Submit your game to our gallery: http://libgdx.badlogicgames.com/gallery.html - If you have a question, just ask"
[10:13:26] *** Tomski changes topic to "Welcome to the #libgdx channel, libgdx JAM is ON! http://www.badlogicgames.com/wordpress/?p=3789 - libGDX 1.7.1 released: http://www.badlogicgames.com/wordpress/?p=3784 - Logs: http://echelog.com/?libgdx - Submit your game to our gallery: http://libgdx.badlogicgames.com/gallery.html - If you have a question, just ask"
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[11:52:51] <abs25> how can I import project from eclipse to intellIJ
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[12:00:22] <Kehet> abs25 there should be import option in start screen
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[14:01:14] <IdiotBoxGuy> Hello! :D
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[14:02:08] <IdiotBoxGuy> o:
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[15:26:05] <scellow> YAY i'm almost getting there :D http://i.imgur.com/ODlNeaR.png
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[15:27:28] <scellow> DONE, WHO IS THE KING ? :D http://i.imgur.com/Ct7blQ8.png
[15:29:13] <scellow> http://i.imgur.com/FdGteRt.png :3
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[15:31:15] <scellow> Xoppa
[15:31:21] <scellow> [15:26:05] <scellow> YAY i'm almost getting there :D http://i.imgur.com/ODlNeaR.png
[15:31:21] <scellow> [15:26:16] <-- rottz (~rottz at 177 dot 45.0.167) has quit (Quit: rottz)
[15:31:21] <scellow> [15:27:28] <scellow> DONE, WHO IS THE KING ? :D http://i.imgur.com/Ct7blQ8.png
[15:31:21] <scellow> [15:29:13] <scellow> http://i.imgur.com/FdGteRt.png :3
[15:31:22] <Ashiren> dont forget https://www.youtube.com/watch?v=dQw4w9WgXcQ
[15:31:39] <Xoppa> yay!
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[15:32:39] <scellow> :D
[15:33:19] <scellow> I didn't followed your snippet from yesterday, still using my technique https://gist.github.com/Scellow/1e614d6f98ae2d7bd4b4
[15:34:07] <Xoppa> nice
[15:34:11] <Xoppa> dont forget to dispose it
[15:34:27] <scellow> Yes
[15:36:52] <CypherEA> Morning yall
[15:37:44] <CypherEA> I got me a question. I seem to have hit a snag using Cookies with HttpResponse and HttpRequest
[15:38:35] <CypherEA> Me and my partner in crime have set up a PHP server that receives POST requests to handle Registration, Loging In, Lobby and Online Game Play
[15:38:44] <CypherEA> Registration works perfectly.
[15:39:00] <CypherEA> However, for some reason, the Logging in does not.
[15:39:42] <CypherEA> What we do is have a Cookie sent from the server to the client. I then store this cookie (session id, basically) in a Preferences file. As plain text. And resend it with every request I have (Lobby, Game Play)
[15:40:09] <CypherEA> Would such storage be okay? Is it okay, rather?
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[15:48:10] <Bernzel> Is it morally wrong to take the data of a URI, modify it, and send the finished data back to the same URI?
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[15:58:01] <MadMenyo> Hey, is there any functionality o glClearColor and glClear other then clearing the screen? Do I need it when I'm drawing a background each frame anyway?
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[16:03:35] <guardianA> I dont need it because i fill the whole screen with other stuff anyway
[16:03:50] <guardianA> But just in case you miss something
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[16:25:09] <Voltasalt> how's the gwt/html5 scene currently? any important limitations or perf issues?
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[16:33:32] <Darkyen> Robovm backend feels like it is made out of string, duct tape and popsicle sticks
[16:34:58] <Darkyen> But after messing with it, I understand why
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[16:41:49] <mobidevelop> Bernzel: morally wrong?
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[16:42:16] <Tomski> Everything is morally wrong
[16:42:48] <mobidevelop> If you are talking about overwriting a user's image with your cropped one, yes... that is wrong.
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[16:55:04] <Bernzel> alright, thanks.
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[17:03:48] <kdarknight_> what could be the reason of unable to access google play libraries even if it is added in Gradle Dependencies tab?
[17:03:59] <Tomski> if you are using eclipse
[17:03:59] <kdarknight_> and yup i have done refresh millions of times
[17:04:07] <kdarknight_> Eclipse it is
[17:04:10] <mobidevelop> Boo eclipse
[17:04:22] <Tomski> luckily for you there is an easy solution
[17:04:33] <kdarknight_> lucky me!
[17:04:33] <Tomski> stop using that shit
[17:04:36] <kdarknight_> solution?
[17:04:38] <kdarknight_> lol
[17:04:42] <kdarknight_> then what?
[17:04:46] <Tomski> use better shit
[17:04:49] <hurricaneSlider> IntelliJ?
[17:04:57] <[twisti]> eclipse rocks
[17:05:07] <Tomski> google ditched it for a reason
[17:05:08] <mobidevelop> Solution is to use an ide that knows about AAR.
[17:05:35] <mobidevelop> Or use Eclipse and add the normal library projects
[17:05:52] <Darkyen> The real solution of course is to not use android
[17:05:56] <jcouture> What is the best way to deal with differently sized sprites for a sprite sheet?
[17:05:59] <mobidevelop> Basically
[17:06:06] <Tomski> jcouture: in what way?
[17:06:30] <kdarknight_> yelp this mortal. I will move to IntelliJ after this project is finished
[17:06:41] <Tomski> kdarknight_: I have a hack to make aars work
[17:06:48] <kdarknight_> how?
[17:06:51] <Tomski> There are some plugins too that area also hacks
[17:07:03] <kdarknight_> Is this that big issue?
[17:07:08] <Tomski> They just manually expand the aars and destroy the eclipse files
[17:07:22] <jcouture> @Tomski For example: the walking frames are 94x88, but the crouching frames are 110x60. Should I just use different textures?
[17:07:24] <Tomski> https://github.com/ksoichiro/gradle-eclipse-aar-plugin
[17:07:45] <kdarknight_> I mean, many people still using eclipse for andoid
[17:07:50] <kdarknight_> android*
[17:07:56] <Tomski> Not everyone is using aars
[17:08:10] <Tomski> And there are ways to get around it, its just a pita
[17:08:47] <kdarknight_> so after expension, will there be any issues in exporting?
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[17:09:01] <jcouture> @Tomski and the ground sprite is like 2400x24. Should everything be in the same .png that gets split? Or I should use different .png files?
[17:09:18] <Tomski> kdarknight_: shouldnt be, if there is you can always just export with gradle
[17:09:28] <Darkyen> jcouture: Use texture packer instead of spritesheets
[17:09:40] <Tomski> jcouture: if you are using TextureAtlas correctly then these arent issues
[17:10:10] <jcouture> oh! I will look it up! Thanks Darkyen @Tomski !
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[17:13:30] <Darkyen> jcouture Also, assuming that you are trying to make animation images, I'd suggest to make them all the same size (even though that it will leave some blank space around most of them). Then, if you configure the TexturePacker correctly, it will omit the whitespace, but will "remember" what it ommited, so you can with some special handling (see code in Sprite), render all frames
[17:13:31] <Darkyen> as if they had the same size and the animated objects won't "jump" around during animation
[17:13:51] <Darkyen> If that makes any sense..
[17:14:38] <jcouture> Darkyen yea it does make sense. Thanks!
[17:16:46] <Bernzel> Anyone of you that are familiar with this library? https://github.com/jdamcd/android-crop
[17:18:35] <kdarknight_> How is Android Studio for libGdx?
[17:19:59] <kdarknight_> I am gonna miss eclipse :'(
[17:20:01] <kdarknight_> :P
[17:20:07] <Tomski> Use Intellij if ya gonna switch
[17:20:31] <kdarknight_> Community Edition?
[17:21:07] <Tomski> mhm
[17:21:14] <Bernzel> You're not going to miss Eclipse.
[17:21:38] <kdarknight_> And Tomski, does that relativegradle works with intelliJ?
[17:21:53] <Tomski> Was that you on the tracker?
[17:22:15] <kdarknight_> what tracker
[17:22:25] <kdarknight_> who the fkkk is tracking me
[17:22:28] <Tomski> https://github.com/libgdx/libgdx/issues/3588
[17:22:45] <kdarknight_> nope
[17:22:56] <Tomski> Why do you need the relativegradle?
[17:23:30] <kdarknight_> I have told you before once, not everyone is blessed with awesome ISP :P
[17:23:42] <Tomski> Yeah, I dont remember :P
[17:23:51] <Tomski> It wont work, that was built specifically for eclipse
[17:23:51] <kdarknight_> like my university
[17:24:02] <kdarknight_> oh okay!
[17:24:42] <Tomski> You only need to download them once though
[17:24:48] <Tomski> And you can use a vpm if you need to?
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[17:25:14] <kdarknight_> vpm?
[17:25:17] <Tomski> The relativegradle build was just for people that need a usb build
[17:25:21] <Tomski> vpn
[17:25:26] <kdarknight_> okay
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[17:26:26] <Tomski> kdarknight_: are you blocked completely or is it just throttled?
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[17:27:01] <kdarknight_> i get around 100 KBps in university
[17:27:13] <Tomski> Thats my internet speed :P
[17:27:32] <kdarknight_> and not all pcs are connected to internet, there are over 100
[17:27:48] <kdarknight_> its easy to just copy
[17:28:00] <kdarknight_> via LAN
[17:29:35] <scellow> uv maping done :D http://i.imgur.com/fFGzx0C.png
[17:30:12] <scellow> what a plaisure when everything works as expected
[17:35:01] <scellow> http://i.imgur.com/3T0ORj9.gifv
[17:35:30] <Darkyen> Disco floor?
[17:35:39] <scellow> :D
[17:38:56] <CypherEA> Can anyone give me some pointers on working with Cookies?
[17:39:11] <CypherEA> I get a header "Set-Cookie" in a response. I save it as a string.
[17:39:37] <CypherEA> Then, to send it back, as authentication, I just do a setHeader("Cookie", savedCookieString)?
[17:39:46] <scellow> CypherEA: i only know how to eat them :p
[17:39:54] <CypherEA> In the POST request, that is
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[17:44:42] <CypherEA> Anyone without cullinary jokes?
[17:45:12] <Darkyen> What problem are you facing?
[17:45:34] <[twisti]> CypherEA: use a proper library
[17:46:45] <Darkyen> My cookie expertise is a bit stale, but I'd say to just take a bite and you will see if it works or not
[17:47:27] <Tomski> CypherEA: yup, hopefully with https
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[17:47:47] <Tomski> otherwise byebye sessions
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[17:55:54] <Darkyen> I didn't realize how much imprecise touch screen on my iPhone4S is. About 3-4mm off in corners, that is not little
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[18:09:48] <scellow> thats so fun :p http://i.imgur.com/f5NN7mB.gifv
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[18:19:32] <CypherEA> Of course HTTPS
[18:20:41] <kdarknight_> scellow, cool!!
[18:21:25] <kdarknight_> how did you do that? i have never worked in 3d before btw
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[18:21:39] <kdarknight_> or maybe its 2d
[18:22:03] <kdarknight_> it is 2d
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[18:34:52] <Durvin> decided to try intellij, took 10 minutes to manually rebuild my project, 5 minutes of using it... never using eclipse again
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[18:35:23] <Bernzel> Welcome to the world of sane people, Durvin.
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[18:58:01] <kdarknight__> intellJ Dracula
[18:58:07] <kdarknight__> lol, that's a thing
[18:58:13] <kdarknight__> saw first time
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[19:07:56] <CypherEA> Try Netbeans
[19:11:03] <kdarknight__> I have used NetBeans, good for gui and all. don't know if it's good with gradle maven
[19:11:11] <Darkyen> Better than Eclipse, worse than IntelliJ, unless they have improved it a lot
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[19:12:48] <Tomski> Darkyen: can you use the libgdx formatter please
[19:13:09] <Darkyen> ok, one moment
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[19:15:33] <Darkyen> Hmm, looks like it wasn't formatted in the first place, so it might make a mess in the PR. Should I add it as a separate commit for easier review?
[19:15:55] <Tomski> You should squash the old commit
[19:16:01] <Tomski> And only format what you have changed
[19:16:24] <Darkyen> Is there easy way to do it?
[19:16:36] <Tomski> Squashing?
[19:16:50] <Darkyen> No, formatting only what has been changed
[19:16:58] <Tomski> no
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[19:20:04] <Bernzel> Is anyone in the mood to help with a offtopic/android issue? The other channels seem pretty flooded.
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[19:21:27] <Darkyen> Better question would be: Is anybody capable of helping with android issue
[19:21:50] <Bernzel> "Is anybody capable of helping with android issue?"
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[19:24:07] <Darkyen> You can ask the question, but I doubt that anybody needs more android problems in their life :D But maybe you'll be lucky
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[19:25:07] <Bernzel> Darkyen, fair point. I'll take it to StackOverflow instead :)
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[19:44:55] <Darkyen> Tomski: I have used the eclipse formatter, through IntelliJ plugin, because eclipse was refusing to cooperate. Can you plese check if it is correct now?
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[19:46:13] <Tomski> Darkyen: looks better code wise, but the imports are screwed and line endings
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[19:47:35] <Darkyen> Line endings? I see (in github) that some whitespace has been removed, but line endings seem fine
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[19:48:47] <Tomski> Yeah you're right, I just skimmed
[19:49:32] <Darkyen> Don't know what to do with the imports... what is the problem, ordering or wildcards?
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[19:49:39] <Tomski> wildcards
[19:49:43] <Tomski> Just leave them as they were
[19:49:55] <Tomski> import com.badlogic.gdx.* is pretty nasty
[19:50:15] <Darkyen> Ok, I will try to emulate that in IntelliJ formatter
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[19:50:34] <Tomski> Im pretty sure intellij overrides the formatter settings with its own for imports
[19:50:34] <mobidevelop> import **.*
[19:50:53] <Tomski> Because of its fancy features
[19:51:16] <mobidevelop> By default idea likes to splat import after 5 classes in a package
[19:52:32] <Tomski> Darkyen: what device did you test that on btw?
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[19:54:18] <Darkyen> iPhone 4S and iPad air simulator, both latest iOS. I'd like to test on older iOS as well, but I don't have them and they don't seem to be available for download as simulators anymore. (I wonder if Apple is trying to say something with that)
[19:54:52] <Tomski> Youre running 9 on your 4s?
[19:55:21] <Darkyen> 9.1, yup
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[19:58:15] <Darkyen> Hmm, okay, now the imports are just reordered, but without wildcards. Is that fine?
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[20:00:44] <Tomski> Its mostly about not changing anything that is unrelated to the PR, it makes things harder to review when 60% of the changes are unrelated/unnecessary
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[20:02:28] <Tomski> You can format selections by just highlighting rather than running it on the whole file
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[20:05:13] <Darkyen> Everything except for the import ordering is part of the PR. Although I agree that I probably shouldn't include the cleanups, but they are easy to spot. There was one unused class (TextField something), one unused variable, one renamed (textfield to textField) and some finals on things that should be final (most importantly one Array that is synchronized on)
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[20:06:11] <Darkyen> Oh and the getRotation and getNativeOrientation has been rewritten/implemented, that is semi-relevant
[20:06:35] <Tomski> Darkyen: thats all im talking about
[20:06:48] <Darkyen> I see
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[20:29:40] <Darkyen> This should be better
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[20:38:45] <mobaxe> hey im going to use google play services ads library for my project but im not sure it works with gradle ? and where can i compile depency ? in core project or android ?
[20:39:09] <Tomski> Darkyen: thanks, looks great
[20:39:12] <Tomski> mobaxe: it absolutely does
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[20:39:47] <Tomski> You'll want to add it into the android section
[20:40:04] <mobaxe> okay
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[21:05:55] <Bernzel> My patient has expired. I seek help with using this library: https://github.com/jdamcd/android-crop . I'm trying to use the crop function and then stream that data to my core class/project using an InputStream: http://pastebin.com/a9RTHDc5 But I can't work out how to use the Crop function to fit my need.
[21:06:06] <Bernzel> patience*
[21:09:44] <EvilEntity_> and your need would be exactly?
[21:10:46] <Bernzel> As described, to take the "modified" data and open a Inputstream on that data.
[21:11:30] <Bernzel> It's the URI stuff that confuses me..
[21:11:42] <EvilEntity_> its image path
[21:11:49] <EvilEntity_> most likely
[21:11:57] <mobidevelop> open the uri same way you would open the original uri
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[21:12:48] <EvilEntity_> 2100, time for breakfast!
[21:13:05] <Bernzel> According to the docs with the library, Crop.REQUEST_CROP will be called when .start(activity); is executed, but it seems it never get's there.
[21:15:21] <Bernzel> That was what I was asking about earlier today mobidevelop , there has to be an input URI and an output URI and in the docs the output URI is created "as a file?" , but since I simply want to stream the data, can I create an EMPTY URI like I do in the pastebin?
[21:15:40] <EvilEntity_> probably not
[21:15:52] <mobidevelop> You need to direct the output to a file
[21:15:58] <Bernzel> damn
[21:15:59] <FrottyZ> Kotcrab how can I make a vertical collapsible?
[21:16:01] <mobidevelop> Or any other uri
[21:16:17] <mobidevelop> It doesn't actually have to be a file per se
[21:16:38] <Kotcrab> FrottyZ: you copy paste CollapsibleWidget and add support for it
[21:16:49] <FrottyZ> Kotcrab: :(
[21:16:51] <mobidevelop> But it does have to be something that the library can actually write to
[21:17:03] <EvilEntity_> copy paste the example from the repo and make sure it works
[21:17:48] <Bernzel> mobidevelop , so I can create the output URI like "Uri output = Crop.getOutput(data);" ?
[21:18:25] <Bernzel> No , now I'm thinking in the wrong direction
[21:18:47] <mobidevelop> I've not used that library, so I have no clue what that would do
[21:19:33] <Bernzel> That's the downside with third party libraries.. hard to find someone that have used it before and knows how it works..
[21:19:39] <Kotcrab> FrottyZ: too complicated to support both vertical and horizontal in one widget, but should be fairly simple to change it, just replace height with width, width with height
[21:20:48] <mobidevelop> Bernzel: just create a temp file that it should write to
[21:21:27] <Bernzel> mobidevelop, how would I then stream that file with the ContentResolver?
[21:21:48] <FrottyZ> Kotcrab: but it should be more like this http://www.aurelienribon.com/blog/2012/09/new-library-sliding-layout/
[21:22:59] <Kotcrab> FrottyZ: well, then you need something better than collapsible...
[21:23:04] <FrottyZ> :P
[21:23:16] <mobidevelop> Bernzel: Uri.fromFile(tempFile); but if all you need is the inputstream, just open a fileinputstream on the file
[21:23:50] <mobidevelop> That crop thing returns the uri to you though
[21:24:07] <mobidevelop> So you can just use the same content resolved code
[21:24:39] <Bernzel> sweet! Thanks mobi.
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   November 22, 2015  
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