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[04:48:20] <shvalb> Hello....
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[05:11:49] <BeautiCode> hoi
[05:13:06] <shvalb> Hi everyone,
[05:13:29] <shvalb> I'm brand new to libGDX and I've started building my environment in Eclipse.
[05:13:39] <shvalb> I would like to use Maven instead of Gradle.
[05:13:53] <shvalb> Does anyone have any experience with it?
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[05:19:57] <skoomabrewer> I have a good deal of experience with maven, but not in conjunction with libgdx
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[05:26:50] <shvalb> Anyone with specific knowledge for libGDX??
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[07:54:01] <waterCreature> i need help.
[07:54:39] <waterCreature> ok so I am in the library, right now. and this girl just passed by me is so beautiful. I want to talk to her.
[07:54:46] <waterCreature> :(
[07:54:55] <waterCreature> omg, what do i do.
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[07:57:22] <LiquidNitrogen> offer a sandwich
[07:57:39] <waterCreature> should i be very upfront and just ask her if she has a boyfriend?
[07:58:10] <LiquidNitrogen> could work but then where to from there?
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[07:58:32] <waterCreature> hi, do you have a boyfriend?
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[07:58:59] <gentlemandroid> Nope
[07:59:07] <waterCreature> or should it be like... hi, I dont think you are expecting this. but do you have a boyfriend?
[07:59:52] <LiquidNitrogen> "hi, uhh.. so i noticed you like books."
[08:00:36] <waterCreature> no. she is either just studying or doing something else. I see her laptop open. but she didnt choose any books.
[08:01:14] <LiquidNitrogen> better do something before she leaves
[08:01:56] <waterCreature> yeah
[08:01:59] <waterCreature> yeah
[08:02:14] <waterCreature> oh shit
[08:02:20] <waterCreature> my hands are starting to tremble now'
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[08:04:49] <waterCreature> pick up lines??
[08:04:59] <waterCreature> should i go with pick up lines?
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[08:13:14] <waterCreature> fasdjfl;ksajdfl;
[08:13:20] <waterCreature> i am nervous af
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[08:15:23] <LiquidNitrogen> make a paper airplane with a heart on it and throw it at her
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[08:19:12] <nooone> I've hit people in the eye already twice that way (there was no heart on the plane though)
[08:19:50] <nooone> the chances for that to happen are higher than one would expect
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[08:22:15] <abs25> waterCreature, rest in peace
[08:23:49] <TEttinger> nooone, how does that happen... a second time
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[08:29:00] <abs25> TEttinger: easy, I rocketed my teacher in the head
[08:29:08] <abs25> eye is like black hole
[08:29:12] <abs25> its sucking paper
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[10:00:51] <waterCreature> hi, it's me again
[10:00:57] <waterCreature> sorry, the girl is still behind me
[10:01:06] <waterCreature> i still haven't talked to her yet
[10:01:14] <waterCreature> any ice breaking ideas.?]
[10:01:21] <waterCreature> please?
[10:02:42] <Ange_blond> give her a coffee
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[10:03:50] <waterCreature> just like that?
[10:03:52] <waterCreature> i mean...
[10:03:58] <waterCreature> how do i even start the conversation?
[10:04:03] <waterCreature> fasdlfkjasldfjladfaksdkjfalsdjf
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[10:05:13] <waterCreature> shall i go like " can i disturb you for a while?"
[10:06:01] <waterCreature> I find you very attractive and and wondering if you have a boyfriend?
[10:07:13] <LiquidNitrogen> im surprised she is still there
[10:09:15] <mk1> waterCreature: listen to "Would You" by Touch and Go
[10:09:37] <mk1> btw: where are you?
[10:10:14] <TEttinger> worse ideas: listen to "Donkeycore (Otto von Shirach's Miniature Stallion remix)"
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[10:12:44] <LiquidNitrogen> listen to Nordloef
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[10:13:04] <TEttinger> listen to strapping young lad
[10:14:16] <TEttinger> drop some ecstasy and then you may not particularly care what she says. you may care about how nice that cop's hair feels, though
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[10:16:13] <TEttinger> do some salvia and she will have left 30 minutes later when you wake up
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[10:17:17] <LiquidNitrogen> im not sure that is sound advice
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[10:24:21] <LiquidNitrogen> 5/60 generated planets have breathable atmosphere
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[10:34:40] <TEttinger> that video is interesting btw. all this talk about performance enhancing drugs in sports... what about performance reducing drugs?
[10:47:08] <Ange_blond> TEttinger> burgers are performance reducing drugs
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[11:21:12] <blotunga> I just scrolled back, since when is #libgdx #datinghelp?
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[11:50:01] <abs25> >got a scrub task, copy/paste fill 45+ forms for some tasks from csv
[11:50:12] <abs25> >use javascript to inject it automaticly with ajax
[11:50:22] <abs25> team leader is mad
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[13:26:28] <blotunga> Tomski: have you found out wth is wrong with the latest Intellij
[13:26:29] <blotunga> ?
[13:26:50] <blotunga> I mean the DesktopLauncher issue
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[13:56:07] <blotunga> so back to eclipse..
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[14:07:47] <Bernzel> Can I pick out and display a square area of an Image that has a rectangular texture to it? Like cutting the texture off so it fits in a square without looking stretched or cramped.
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[14:12:33] <Bernzel> ScissorStack perhaps?
[14:13:21] <mobidevelop> I thought you were cropping as square?
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[14:14:40] <mobidevelop> Anyway, use a square texture region instead of the whole texture in the case you have a rectangle and want a square clip of it.
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[14:18:20] <jgg> hi there! I'm still struggling with file/project/whatever encoding issues @_@
[14:18:40] <jgg> today I've discovered a weird thing
[14:19:07] <jgg> I have a class that outputs the character 'ó' on the constructor
[14:19:39] <jgg> I create an object of this class on the DesktopLauncher
[14:20:07] <jgg> IF the class is in the core project, DesktopLauncher outputs 'ó'
[14:20:28] <jgg> BUT if the class (the same file) is in the desktop project, DesktopLauncher outputs a weird character
[14:20:32] <jgg> ¿?
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[14:21:30] <jgg> any idea about what is happening here?
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[14:40:07] <Bernzel> mobidevelop , I tried every single library I could find. So now I've given up. Okey, so I just create the TextureRegion something like this "region = new TextureRegion(texture, 350, 350); ? Will that cut out a 350x350 frame of the texture?
[14:40:56] <mk1> indeed
[14:41:01] <mk1> well, not cut out
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[14:41:23] <mk1> the texture is still the same
[14:41:29] <guardianA> Only 2 ints?
[14:42:17] <Bernzel> mk1 sweet. guardianA , yes I thought about it aswell, if I want a square out of the middle of the texture, I must define that manually, or will it do that by default?
[14:42:46] <guardianA> It wont center by default or anything
[14:42:51] <Bernzel> alright
[14:42:56] <guardianA> Try a constructor that takes 4 params
[14:43:51] <Bernzel> yes, just trying to figure out what x & y coordinates to put
[14:47:28] <mobidevelop> x = (textureWidth - desiredWidth) / 2;
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[14:58:43] <Bernzel> Thanks!
[15:00:02] <jigidust> Is there any audio library available for libgdx? With fade in/out music etc.
[15:00:43] <mk1> DIY
[15:00:45] <mk1> it's simple
[15:01:46] <jigidust> I know, I was just lazy :)
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[15:27:24] <Bernzel> mobidevelop got any magic for the TextureRegion if the core texture's size is unknown? It comes from the android gallery so it can have all kinds of dimensions. So it's hard to set a desired width and height.
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[15:30:36] <mobidevelop> If you only want a square, set the desired size to the smaller if the texture width and height.
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[15:31:01] <mobidevelop> *smaller of
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[15:47:55] <blotunga> wohoo, 5000+ downloads :D and the spams start coming in
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[15:48:49] <mk1> man, I'd like to have that many downloads
[15:49:11] <blotunga> mk1: finish your 4x game
[15:49:12] <blotunga> :)
[15:49:58] <mk1> need at least two more devs for it
[15:50:03] <mk1> what's the game?
[15:50:35] <mk1> ah yes, I forget everytime
[15:51:20] <blotunga> it's just an excuse to get me to humbly self-advertise
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[15:54:03] <jigidust> wow blotunga!
[15:54:48] <jigidust> Can you share your marketing tactics? :>
[15:55:43] <blotunga> jigidust: i have none :)
[15:55:56] <jigidust> How did people find you then? oO
[15:56:32] <blotunga> I have no idea
[15:56:45] <blotunga> I mention Master of Orion though and Birth of the Federation
[15:57:05] <jigidust> Weird, cool game either way!
[15:57:06] <blotunga> in the description
[15:57:12] <blotunga> and in the search keywords
[15:57:18] <blotunga> thanks
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[15:58:06] <jigidust> Hows the ad revenue going :) Is it worth it?
[15:58:10] <blotunga> I needed a break from my daily mess of webkit
[15:58:13] <blotunga> i have no ads in it
[15:58:13] <Bernzel> mobidevelop not sure if I know what you mean by smaller of the texture width & height.
[15:58:35] <blotunga> nor plan to add, because of the assets, which I'm allowed to use only noncommercially
[15:58:46] <Tomski> blotunga: yes I did
[15:59:41] <intrigus> ezpz lmensquzy
[15:59:49] <Tomski> 18:24*
[15:59:58] <Tomski> intrigus: you know it!
[16:00:00] <blotunga> ah yes
[16:00:23] <blotunga> well, for some reason it stopped working even with ctrl + shift + f9, but I've fixed up eclipse
[16:00:39] <jigidust> holy crap blotunga, this is a quiet large project, i'm looking at the credits section right now
[16:00:40] <Tomski> Thats not all you do
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[16:01:10] <mobidevelop> Bernzel: if the image is 2440 x 1600, use the 1600.
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[16:01:21] <blotunga> Tomski: ah reimport etc.
[16:01:25] <mobidevelop> That is the smaller of the width and height
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[16:01:59] <blotunga> Tomski: and fixing facets
[16:06:50] <blotunga> btw you need facets for the android module
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[16:07:05] <Bernzel> mobidevelop and if the image is the opposite? Do I need to check the texture's size before applying it to the textureregion perhaps?
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[16:10:50] <mobidevelop> Like I said, take the smaller if the dimensions... Math.min(imageWidth, imageHeight)
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[16:11:03] <mobidevelop> *of
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[16:16:27] <mobidevelop> You should use multiple statements to make that readable
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[16:59:06] <duli> hi
[16:59:17] <duli> I want to know whether using Timer.Task is a good idea?
[16:59:36] <duli> or there's some other dedicated timer object which I can use to execute some statement after some delay?
[17:01:44] <mk1> depends on what you want to do
[17:03:11] <duli> I have eggs which should incubating after say 1 minute
[17:03:43] <duli> should I use Timer.Task to schedule that in 60 seconds delay or use the delta time or another Timer task?
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[17:03:53] <mk1> usually every object in your world should have some update method
[17:04:12] <mk1> in that method you can cummulate deltaTime and then send an event once you reach 60 seconds
[17:04:42] <duli> does the delta time = the seconds?
[17:04:51] <duli> is it reliable?
[17:05:01] <blotunga> mk1: can I test Play services without uploading the APK?
[17:05:02] <duli> if there's some lag for instance
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[17:08:42] <duli> @mk1 can you elaborate more?
[17:11:36] <duli> what's the advantage of delta Time vs Timer.Task?
[17:12:27] <duli> isn't TimeUtils.seconds better?
[17:12:33] <duli> if there's a lag in the delta time?
[17:14:26] <wulax> I would imagine the advantage is that it doesn't create a separate thread, so it makes the code less complicated
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[17:15:04] <duli> the thing is that the deltaTime will vary depending on the num of frames
[17:15:19] <duli> and as a result it could be > or < than 60 sec
[17:15:24] <duli> is that corret?
[17:15:28] <duli> correct*
[17:16:07] <wulax> Yeah, if you require microsecond accuracy or something, I guess you should use Timer.Task
[17:16:30] <duli> no I don't
[17:16:56] <duli> if there's a delta time lag then I guess the egg incubation should be delayed too
[17:17:40] <wulax> Do you get several seconds lag between frames in your game?
[17:18:15] <duli> I will measure it but even if that's case I will live with it
[17:18:40] <duli> since creating a new thread each time and a new object (new Task) is worse, I guess?
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[17:19:35] <wulax> You can reuse the task, but the point is that you need to synchronize with that thread when the time is up, which is more complicated than using deltaTime
[17:19:52] <wulax> But it's up to you
[17:20:18] <mk1> duli: almost sixty seconds
[17:20:46] <mk1> even with a framerate of 30 that's a little more than 3 milliseconds. won't hurt much
[17:20:58] <duli> ok cool
[17:21:06] <duli> than I'll use the delta time
[17:21:14] <duli> and not bother with the Timer
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[17:23:30] <Tomski> Timer just schedules task on the render thread anyway
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[17:24:48] <duli> yeah but it'll open a new thread
[17:24:54] <duli> cuz of the Runnable
[17:25:04] <Tomski> Timer uses one single thread for its timings
[17:25:09] <Tomski> runnables are posted to the main thread
[17:25:43] <duli> so you say that it won't make any difference for me if I use Timer vs delta time?
[17:26:34] <Tomski> Timer introduces a little bit of garbage, but is more convenient.
[17:27:06] <Tomski> Timings wise, Timer is probably going to be a frame late
[17:27:21] <Tomski> (Then if you were to nano time delta in render)
[17:27:48] <Tomski> A frame late at most*
[17:30:24] <duli> ok ta
[17:30:29] <duli> I've got another issue
[17:30:58] <duli> I've tested my game on an older samsung galaxy
[17:31:12] <duli> and after some minutes of playing I suddenly get a frame drop
[17:31:19] <duli> and this error is displayed in the logcat
[17:31:23] <duli> qdhwcomposer( 230): Excessive delay reading vsync: took 366 ms
[17:31:49] <duli> no CG intervention so I' am 100% it's not a memory leak
[17:33:28] <duli> any ideas?
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[17:39:55] <duli> there's no solution in there
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[17:40:11] <duli> the thing is that it gets resolved after a while and fps is still around 60
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[17:42:25] <blotunga> yay, pray services logging in
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[17:49:11] <intrigus> So you are to lazy to profile your app duli?
[17:49:51] <duli> I've used traceview
[17:50:00] <duli> but it doesn't really tell me what's wrong
[17:50:19] <duli> no particular issue going on during the frame drop
[17:51:19] <duli> I simply click on start method profiling and end method profiling and then I get a report in which method how the resources are distributed and that's it
[17:51:26] <intrigus> Have you tried generating a new project and testing that?
[17:51:47] <duli> no
[17:51:49] <duli> what do u mean
[17:52:46] <intrigus> Use gdx-setup and create a new project
[17:53:09] <intrigus> Then test the new project and check if the error also occurs.
[17:53:24] <duli> nope, I haven't noticed the error
[17:53:28] <duli> on a new project
[17:53:35] <duli> and I don't see how that will help me?
[17:54:20] <intrigus> You now know that the error is probably in your code ^^
[17:54:59] <duli> well, I knew that before
[17:55:11] <duli> I want to know what it may be caused by
[17:55:15] <duli> if anyone experienced it
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[17:55:58] <intrigus> If you find nothing on google, nobady can probably help you. Nobody can help you without code.
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[18:00:24] <duli> the project is enormous I've got too many lines of code
[18:00:31] <duli> I don't know what to post really
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[18:01:20] <mobidevelop> Post all of them
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[18:05:11] <wulax> Ange_blond: I think you should bind the fbo it before drawing to it
[18:06:09] <Ange_blond> wulax> you mean fbo.texture.bind() ? ou fbo.bind() ?
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[18:06:44] <intrigus> Duli, did you check that the frequency of the CPU/GPU isn't lowered?
[18:07:10] <wulax> Ange_blond: fbo.bind()
[18:07:36] <Ange_blond> wulax> ok, let's try
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[18:12:37] <Ange_blond> wulax> does not seems to make any difference, that is strange
[18:13:58] <Ange_blond> Because begin() does the bind()
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[18:23:08] <darkfrog> for some reason I just recently started getting the following when attempting to build Android: Error: No resource found that matches the given name (at 'theme' with value '@style/GdxTheme')
[18:23:36] <darkfrog> I expect it is caused by updating libraries, but I'm confused why it's happening
[18:24:14] <darkfrog> styles.xml that defines <style name="GdxTheme" .. is in the classpath
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[18:24:40] <wulax> Ange_blond: Ok, I don't know what the problem is, but if you get the wrong texture/pixmap sometimes it sounds like a problem with binding.
[18:25:31] <Ange_blond> wulax> Yes, agreed, but don't know what is the problem. hoping some binding master could give me some help :)
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[18:32:44]
<Bernzel> Ehm, I get this error when streaming certain images from android gallery. http://pastebin.com/5hhNL0js Anyone that know what it means?
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[19:55:59] <faildozer> I wish we could move from awt to javafx for some backend stuff on the desktop
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[20:26:26] <hmmmm_> Hello, can anyone answer a few questions about the libgdx default shader?
[20:27:20] <isdera> possibly. go
[20:27:59] <hmmmm_> I want to "extend" the defaul shader so it would support multitexturing
[20:28:18] <Tomski> hmmmm_: what shader?
[20:28:57] <hmmmm_> The default one, wait a sec I'll find a link
[20:29:06] <isdera> i think the default one is just a pass-through
[20:30:09] <hmmmm_> nah, it's a cool shader, it just lacks the ability to use stencil/blend maps
[20:30:46] <hmmmm_> So, I'm not sure, it there an easy way to modify something, so that it would load more textures?
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[20:31:32] <isdera> ick i dont know. i suck at shaders. i just steal other peoples
[20:31:59] <hmmmm_> I want to find an exact spot where it is getting textures from a model
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[20:32:53] <hmmmm_> but I am not sure wtf is u_diffuseTexture = register(Inputs.diffuseTexture, Setters.diffuseTexture);
[20:33:05] <hmmmm_> I mean the register(Inputs.diffuseTexture, Setters.diffuseTexture); part
[20:34:18] <hmmmm_> isdera, where do you still shaders btw? xD
[20:35:01] <hmmmm_> Couldn't find anything more or less suitable...
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[20:35:32] <hmmmm_> steal*
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[20:38:04] <Mezzenstein> Hey, my gradle build stops at: :android:processDebugResources FAILED - stackoverflow says change gradle version, but there must be a different solution.
[20:38:39] <hmmmm_> faildozer, are you simply looking through the file, or do you know something?
[20:38:48] <hmmmm_> since I've seen it
[20:39:19] <faildozer> you were saying you doin't know what register does
[20:39:49] <hmmmm_> m yeah, right
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[20:41:16] <faildozer> all it's doing is creating the GLSL ids of the uniforms so the code can reference the values by a variable name instead of hard coding int values
[20:42:43] <hmmmm_> thanks
[20:43:42] <Xoppa> you dont have to use the Setters and stuff if you dont like
[20:44:40] <hmmmm_> yeah, I just don't want to go through everything
[20:46:12] <hmmmm_> I mean I can probably write it all by myself to make it work like I want
[20:46:32] <hmmmm_> but it's the very last measure
[20:49:37] <hmmmm_> Well, okay, thank you guys. I guess I need to think now
[20:49:51] <Xoppa> no, i mean extend the DefaultShader without using the Setter
[20:50:16] <Xoppa> in the render method set whatever you want to set and then call super.render(...)
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[20:50:44] <wulax> hmmmm_: I actually wrote something like that just a few days ago, but for blending textures by vertex rbg color
[20:50:49] <wulax> I can link if you want
[20:51:22] <wulax> it uses Xoppas shader as a base though
[20:51:27] <hmmmm_> wulax, yay, would be awesome!
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[20:53:40] <wulax> I think that is all
[20:53:48] <wulax> otherwise, browse around
[20:54:36] <hmmmm_> wulax, thanks!
[20:55:59] <wulax> Xoppa: by the way, what is the license of your shader program?
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[20:58:12] <wulax> hmmmm_: it checks if the material has the correct attribute. the attribute references the texture to blend for a particular color. if it has it, it sets the sampler uniform
[20:58:15] <wulax> Xoppa: ok
[20:58:59] <wulax> nice license
[21:00:32] <hmmmm_> lol yeah :D
[21:01:21] <Xoppa> you probably want to bind the texturedescriptor instead of the texture
[21:02:04] <wulax> in the attribute class?
[21:02:27] <wulax> ok, I just used a super constructor that looked good
[21:03:13] <wulax> oh, in the shader class? I see
[21:03:44] <hmmmm_> Thank you wulax and @Xoppa, I guess I'll go sleep a bit, since it feels like I'm using ability to think lol
[21:03:52] <hmmmm_> loosing*
[21:03:53] <hmmmm_> wtf
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[21:08:47] <wulax> neat, thanks!
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[22:19:59] <Adnn> How can I change the Texture Regions of an animation without allocating a new object each time ?
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[22:28:43] <Adnn> Basically I'm sorting the animations seperately, and having the system set the animations that have to be called based on a given condition
[22:29:06] <Adnn> animations = texture regions corresponding to the current state *
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[22:43:36] <codi^r> the libgdx extension build scripts feel like dark magic - is there some documentation available about the intended compile/package/debug workflow for native code?
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[22:44:18] <codi^r> I did a bug fix in gdx-controllers-desktop, but I have no clue how to test it :>
[22:45:49] <Tomski> codi^r: the ant ones?
[22:46:39] <codi^r> yeah. I called build-macosx64.xml, followed by a mvn package on maven/pom.xml. but what after that?
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[22:52:25] <codi^r> I guess I could manually copy the created JAR to the libs folder
[22:52:32] <Tomski> If you install to your local maven repo you can just reference that in a test project
[22:52:44] <Tomski> I guess you are using the eclipse project though?
[22:52:49] <Tomski> In which case, just copy the native
[22:53:09] <codi^r> err no I use intellij
[22:53:23] <Tomski> Are you testing with libgdx source or a different project?
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[22:54:30] <codi^r> eventually I want to try it with a space grunts version :)
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[22:54:42] <Tomski> If its libgdx you should be able to copy the new native across to the correct dir, I dont remember what the default build dirs are off the top of my head
[22:55:13] <codi^r> ok I'll try that
[22:55:26] <BeautiCode> something weird is going on with my game. the main menu and loading screen looks fine while im using a viewport/camera, but as soon as I actually start the game and things begin to move, everything is out of place :/
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[22:57:09] <codi^r> Tomski: by the way, is someone actively maintaining native dependencies? I found that this OIS lib used in libgdx isn't exactly the newest version
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[22:59:16] <Tomski> codi^r: nope just the odd update every now and again
[22:59:33] <Tomski> I get lost every time I look into OIS
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[23:13:02] <codi^r> haha it actually works
[23:13:03] <BeautiCode> who considers themselves highly experienced with libgdx?
[23:13:14] <codi^r> I'll think about sending an invoice to orangepascal
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