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   November 26, 2015  
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[00:41:23] <Epoch`_> Does anyone know of a libGDX class that will let me take a complex 2d mesh, and render a tiled texture to fill it?
[00:42:55] <Tomski> Sure, if you give it the right uvs
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[00:46:02] <Epoch`_> That's it? I honestly haven't experimented with this, but I'm thinking that it'd be easier to adapt my current game to a new one if I just rendered 2D meshes. Of course, it might be more performant to skip that and use polygons, lights and no textures....
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[00:56:18] <Mezzenstein> I want to know how to hash and salt my string before I encrypt it. Any suggestions?
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[02:16:20] <ASneakyFox> hashing then encrypting doesnt make sense
[02:16:59] <ASneakyFox> either you want to hash something- or you want to encrypt
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[02:23:45] <mobidevelop> Also, encrypting doesn't make sense
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[02:53:43] <Xoppa> let me know what you think about it: https://github.com/libgdx/libgdx/wiki/Coordinate-systems
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[02:58:00] <Mezzenstein> hmm
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[03:00:07] <Mezzenstein> why doesn't make it sense? I don't want to encrypt the raw data. It should be unreadable before, thats my thought.
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[03:01:22] <Mezzenstein> I mean, everyone could easily guess it's base64 encrypted. Isn't it easy to decrypt?
[03:02:21] <Epoch`_> hash encoded strings are very difficult to crack.
[03:03:14] <Epoch`_> lets assume you used a good algorithm and key/salt too.
[03:04:03] <Xpe> Xoppa, do you think c/c++ --> js converter can make bullet physics work with gwt? http://kripken.github.io/emscripten-site/ it translate c++ to js. There is a github that converted bullet 2.82 https://github.com/kripken/ammo.js/ but didn't tried yet.
[03:04:29] <Xpe> try *
[03:05:05] <Xoppa> sure, iirc theres an online demo showing one
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[03:07:19] <Xpe> okay
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[03:10:06] <Xpe> they have demos =O http://kripken.github.io/ammo.js/examples/webgl_demo/ammo.html
[03:10:08] <ASneakyFox> base64 isnt for encryption/hashing, base64 is for serializing data
[03:10:31] <ASneakyFox> Mezzenstein, what are you trying to do? store a password?
[03:10:49] <Xoppa> yeah thats the one
[03:10:55] <Mezzenstein> ASneakyFox
[03:11:05] <Mezzenstein> Yes
[03:11:51] <Xoppa> never ever ever base64 passwords
[03:12:23] <ASneakyFox> Mezzenstein, this is what you want to do, you want to compare the "checksum" (hash) of the password on both sides: http://www.mkyong.com/java/java-sha-hashing-example/
[03:12:46] <ASneakyFox> so if the users entered password has the same sha-256 hash as the hash on the database or whatever, then he has the right password
[03:13:15] <ASneakyFox> then you only need to transmit/store hashes of the password, and not the password itself
[03:13:47] <Mezzenstein> Thats what I want to do. Thanks guys
[03:21:38] <Xpe> Xoppa, since libgdx gwt dont have bullet support is this a good option to integrate it or can lead to problems?
[03:22:48] <Xoppa> never tried it Xpe but i doubt it will be that simple
[03:25:26] <Xpe> Okay going to research some more and going to try to get something done when I have time. ty
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[03:34:15] <ASneakyFox> btw Xoppa, ive totally decked out your terrain demo, texture splatting, custom shader, seamless terrain chunks, etc. I'm thinking about starting a github page for it
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[03:35:26] <cristian1989> hello
[03:35:31] <cristian1989> I have a question
[03:35:55] <cristian1989> how do I get the frame number (size) of an animation?
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[03:37:07] <ASneakyFox> cristian1989, what kind of animation are you using? libgdx has a couple different "animation" systems
[03:38:23] <cristian1989> TextureAtlas
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[03:41:14] <ASneakyFox> cant you just do getKeyFrames()?
[03:41:37] <ASneakyFox> ie int numFrames = getKeyFrames().size;
[03:42:30] <cristian1989> let me check
[03:43:27] <cristian1989> there's no size, but lenght
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[03:45:28] <ASneakyFox> oh, should be the same thing
[03:45:37] <cristian1989> thanks
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[04:00:54] <cristian1989> another question guys
[04:01:03] <cristian1989> I'm making a GUI using VISUI
[04:01:11] <cristian1989> and I need to drag an element
[04:01:22] <cristian1989> but when clicking on the GUI
[04:01:29] <cristian1989> the element gets dragged also
[04:01:44] <cristian1989> I just want the element to not get dragged when clicking the GUI
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[04:41:30] <rosenjcb> Hey guys, can I edit a model after it has been created?
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[04:41:39] <rosenjcb> Say I want to edit its geometry.
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[04:44:03] <rosenjcb> Or maybe I should be using meshes.
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[05:39:12] <ASneakyFox> rosenjcb, dont see why not, call mesh.update() after you change it
[05:39:46] <rosenjcb> ASneakyFox, cool. I should be using meshes then.
[05:39:56] <rosenjcb> My game idea is basically geometry manipulation for world building.
[05:40:03] <rosenjcb> So I like the idea of being able to select a face and extend it in game.
[05:40:47] <rosenjcb> By the way, libgdx is great. I'm finding it such a nice abstraction above OpenGL.
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[05:54:45] <ASneakyFox> that sounds cool. I think mesh.update() is an "expensive" call though, not sure if its suited to be called a lot during gameplay
[05:55:40] <ASneakyFox> you can probably expirement around with it though, or maybe see if you can create an optimized version that just updates the relevent part of the mesh etc
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[06:01:48] <rosenjcb> ASneakyFox, expensive on its own or what?
[06:02:01] <rosenjcb> It wouldn't be that bad if you're only doing Mesh.update on one object at a time.
[06:06:11] <ASneakyFox> it totally depends on the game and the platform. I'm just saying I wouldnt plan an entire system around it until you stress test it a little
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[06:10:36] <rosenjcb> Makes sense.
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[10:03:58] <badlogic> looks like everyone has gone home for thanks giving in here :)
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[12:10:11] <cristian1989> hello again
[12:10:18] <cristian1989> I'm getting a file not found error
[12:10:25] <cristian1989> using gdx.files.internal
[12:10:39] <cristian1989> even if I put my assets inside core/assets
[12:15:58] <EvilEntity> pastebin the stacktrac
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[12:16:37] <cristian1989> Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: File not found: idle.atlas (Internal)
[12:16:37] <cristian1989> at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:136)
[12:16:37] <cristian1989> at com.badlogic.gdx.graphics.g2d.TextureAtlas$TextureAtlasData.<init>(TextureAtlas.java:103)
[12:16:51] <cristian1989> I don't have an android project
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[12:29:11] <EvilEntity> are you sure that your working directory is correct?
[12:29:18] <cristian1989> sure
[12:29:27] <cristian1989> but I don't have an android project
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[13:33:54] <hmmm> Hello, I'm the guy who asked yesterday about shaders
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[13:34:44] <hmmm> So, I managed to get it working - extended default shader so it does support blend/stencil maps
[13:36:23] <hmmm> Well, it's still a bit work in progress though. I managed to do it, by telling the shader that a blend/stencil map is a texture with a TextureAttribute.Normal
[13:37:05] <hmmm> But how to tell a shader that one texture is a blend/stencil map, if let's say I want to make them all be "diffuse" textures???
[13:37:21] <hmmm> Can anyone help please?
[13:39:21] * hmmm slaps wulax around a bit with a large fishbot
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[13:41:35] <hmmm> wulax
[13:42:01] <hmmm> are you the guy, who gave me a link to his shaders yesterday?
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[13:50:10] <Bernzel> I have an Image set to a table which is an actor to a stage. I set a standard texture to the image in show() , but I want to change the texture of the Image during runtime, on a button click for example. I've tried these two: http://pastebin.com/uC87PsHL on a button with no success.
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[13:52:56] <hmmm> Bernzel, are you setting an image using "setDrawable" in show()?
[13:53:24] <Bernzel> hmmm, no I create the Image "image1 = new Image(fade); " in show()
[13:56:20] <hmmm> are you sure your touch event is happening?
[13:56:49] <hmmm> try something like System.out.println("clicked") on touch
[13:56:56] <hmmm> and see if it's happening
[13:56:57] <Bernzel> hmmm , yes. I've debugged that part and logged.
[13:58:14] <hmmm> try setDrawable(null) ?
[13:59:03] <hmmm> does it remove the picture?
[14:01:06] <hmmm> Bernzel, also, could it be that the picture you are trying to replace is the same by accident???
[14:02:12] <mk1> are you sure the button click is ever executed?
[14:04:51] <wulax> hmmm: hi, yes, I kind of declared new type of texture by putting it in that attribute
[14:05:17] <wulax> hmmm: the type "diffuse" is just a flag that tells the shader to enable certain functionality
[14:05:30] <wulax> you can call it whatever you want
[14:06:37] <wulax> you can read more about attributes here https://github.com/libgdx/libgdx/wiki/Material-and-environment#attributes
[14:06:44] <Bernzel> mk1 yes I am
[14:06:54] <hmmm> wulax, I know, it's for simplicity sakes. In blender, when you define a stencil map - it's still got a "diffuse" type when exporting to .fbx -> .g3dj
[14:06:55] <mk1> could you pastebin more code?
[14:07:11] <Bernzel> yes give me a minute
[14:07:38] <wulax> hmmm: then just load that file and put your custom attribute into the material of that
[14:08:07] <hmmm> wulax, so I want them all to be of "DIFFUSE" type. Is there a way to tell the shader which texture is what when they all are of "DIFFUSE" type?
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[14:08:25] <hmmm> wulax, like by their order or something?
[14:08:59] <wulax> how you want to handle that depends on your shader code
[14:10:05] <wulax> I did it by extending the DefaultShader class. When that is instansiated for a certain renderable, it checks if it has the attribute. If so, it sets a flag in the shader program
[14:10:13] <hmmm> wulax, I'm doing it like you are doing
[14:10:15] <hmmm> http://pastebin.com/cUDUTgrE
[14:10:16] <wulax> then in the render function it sets the uniforms
[14:10:29] <hmmm> but instead of if (renderable.material.has(TextureAttribute.Normal)) {
[14:10:40] <wulax> looks fine
[14:10:54] <hmmm> can I use something like "if the texture is second in order" or something?
[14:11:09] <wulax> but it is confusing to use the normal attribute if it's not a normal map
[14:11:17] <hmmm> indeed it is
[14:11:27] <wulax> not sure I understand what you mean by order
[14:11:37] <hmmm> one sec
[14:12:21] <hmmm> let's say I got this in my .g3dj http://pastebin.com/v0kKGFWi
[14:12:34] <wulax> here is how I assign the attributes to the model which should have blended textures https://github.com/jsjolund/GdxDemo3D/blob/master/core/src/com/mygdx/game/scene/GameScene.java#L107
[14:12:54] <hmmm> there are 3 textures, can I somehow get their order?
[14:13:08] <hmmm> like the "NORMAL" texture is second
[14:13:19] <wulax> I don't kow, never tried it
[14:13:24] <hmmm> is there a way to programmatically get that it is second?
[14:13:43] <hmmm> ah, okay, thanks :)
[14:13:47] <Bernzel> mk1 http://pastebin.com/3jB9qtZa this is a better example of what I'm trying to do, taking the byte[] from an android gallery image and applying it to the Image
[14:14:12] <Bernzel> I've checked the content of byte[] since I upload it to a backend server at the same time.
[14:14:23] <mk1> yikes, hardcoded sizes
[14:15:13] <wulax> hmmm: you can define an attribute which keeps track of which is the stencil map, another attribute for the texture which corresponds to some data in the map, another for some other data, etc
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[14:15:35] <wulax> hmmm: or I guess you can make a custom attributes which holds some kind of array for them
[14:15:37] <mk1> Bernzel: where's addbutton defined?
[14:16:04] <hmmm> wulax, definetly I can do it using custom attributes
[14:16:26] <hmmm> wulax, but it will not be as convenient when exporting from blender...
[14:16:49] <wulax> maybe you can script it
[14:17:14] <wulax> to generate a json file for the mappings
[14:17:25] <wulax> or something similar
[14:17:28] <Bernzel> mk1 , yes sorry for those. I'm still just testing this screen. I will put some variables there :) missed the addbutton, but invokeGallery1() is called on add buttons listener
[14:17:31] <hmmm> wulax, yeah, but I'm still thinking that identifying them by order is a thing
[14:17:40] <mk1> Bernzel: is the byte stream correct?
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[14:18:25] <wulax> hmmm: oh, you mean the order in the materials tab in Blender?
[14:18:34] <wulax> I don't think fbx etc supports that
[14:18:54] <Bernzel> mk1 , yes.
[14:18:55] <hmmm> wulax, it does, I just showed it to you http://pastebin.com/v0kKGFWi
[14:19:01] <hmmm> it is the exact same order
[14:19:08] <wulax> oh, ok
[14:19:40] <hmmm> wulax, see? it could be really convenient this way
[14:20:26] <mk1> Bernzel: if the stream is correct and you can output it to a file and open it, then something in the pixmap loader is wrong
[14:20:29] <wulax> then you can read those materials in the shader render method, get the textures, then assign them to the sampler uniforms
[14:20:39] <mk1> which means that you prolly have some exotic image file
[14:20:43] <Bernzel> mk1 , I didn't include the code where I upload the byte to the server to keep it clean. But when I fetch the bytes back it's correct.
[14:20:55] <Bernzel> an exotic image file?
[14:21:06] <mk1> yeah, something the loader doesn't cover
[14:21:12] <hmmm> wulax, that is what I am trying to do :D
[14:21:14] <mk1> like rgb565 bitmaps or something
[14:21:31] <Bernzel> weird, I've tried multiple images from my gallery. Guess I'm a very exotic person
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[14:21:54] <hmmm> wulax, I just dont know how to get the textures by order from a material
[14:21:54] <wulax> hmmm: alright, I have forgotten what you were asking about then
[14:21:56] <Bernzel> mk1, Is the runnable necessary then?
[14:22:00] <wulax> ok
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[14:22:48] <hmmm> wulax, I want something like renderable.material.get("second texture").textureDescription;
[14:23:01] <wulax> hmm, I can check
[14:24:21] <hmmm> wulax, would be cool :)
[14:25:01] <mk1> Bernzel: what runnable?
[14:25:24] <mk1> ah
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[14:26:03] <mk1> yeah, maybe. texture should be done in the render thread which you enforce by using postRunnable
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[14:26:45] <Bernzel> thought so. Hm, there's no method for loading exotic files?
[14:27:51] <mk1> question is if you can't load any file
[14:27:59] <mk1> so prolly try one that you already loaded
[14:29:05] <wulax> hmmm: iirc, each renderable corresponds to a NodePart in Model#nodes#parts, so to each material in every NodePart you will have to assign your custom attribute
[14:29:11] <wulax> hmmm: like this https://github.com/jsjolund/GdxDemo3D/blob/master/core/src/com/mygdx/game/scene/GameScene.java#L127
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[14:29:26] <wulax> there may be a more efficient way of doing it, but it should work
[14:29:47] <wulax> then in the shader render method, you can call renderable.material.get(AttributeName...
[14:29:59] <hmmm> wulax, okay, thank you, I'll go smoke a bit then will try something
[14:30:06] <wulax> cool
[14:30:27] <Bernzel> mk1 , the same byte[] I upload to server get's loaded and attached to the Image without trouble: http://pastebin.com/kfrAudDa
[14:30:41] <Bernzel> That method is called when you enter the screen.
[14:31:14] <Bernzel> And that is essentially the same thing I'm trying to do but during runtime if I'm not wrong?
[14:32:17] <mk1> does your debugger ever reach line 16?
[14:33:55] <Bernzel> yes it does?
[14:34:18] <Bernzel> The image appears with the new texture as expected.
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[14:36:04] <mk1> ? then where's the problem?
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[14:36:43] <cristian1989> ok, seems I need to download the android sdk
[14:36:51] <cristian1989> and will take at least one hour
[14:37:03] <cristian1989> but I want to know if it's possible to make a project without it
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[14:37:19] <cristian1989> because it's giving me an error
[14:37:20] <Bernzel> That method is for downloading images when you enter the screen. The method not working is the one where they upload an image to the cloud and I fetch the data at the same time to display their selected image in the app immediately after the stream return the byte
[14:37:25] <Bernzel> mk1
[14:37:32] <cristian1989> on gdx.files.internal not finding the file
[14:40:40] <mk1> now I'm confused. please tidy up and then post again :)
[14:42:01] <Bernzel> roger that mk1
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[14:50:04] <Bernzel> mk1 , it's so vast with backend code as well.. I'm confusing myself putting it all in a pastebin.. might take a while
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[14:56:40] <Bernzel> mk1, here http://pastebin.com/TgQwAEtx I think I got all the parts included but the addbutton creating. Not sure how much you'll get out of this..
[14:57:53] <EvilEntity> cristian1989, you dont need anroid sdk for internal files, do somthing like System.out.println(Gdx.files.internal("").file().getAbsolutePath());
[14:57:53] <EvilEntity> and chec kthat it prints correct dir...
[15:00:18] <mk1> now what doesn't work, Bernzel?
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[15:00:55] <Ange_blond> Hi, maybe someone can help me with this... http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=21182
[15:02:29] <Bernzel> mk1, InvokeGallery1() , when data has taken the stream bytes[] and should apply that data to the texture that then will apply to "image1" when I setDrawable. I want that image to change from it's texture "fade" the the img1 texture which holds the data fetched from the stream. But image1 never changes texture at that point.
[15:02:49] <hmmm> @Xoppa, hello, are you here?
[15:03:20] <Xoppa> occasionally hmmm
[15:03:51] <mobidevelop> Lies
[15:05:25] <hmmm> @Xoppa :), Can't you tell me, is there a way to get a texture by order from renderable.material??? Not by attribute like enderable.material.get(TextureAttribute.Normal)).textureDescription, but somehow by order if a material contains a few texture of the same type?? like http://pastebin.com/v0kKGFWi
[15:05:35] <Bernzel> does that make sens mk1?
[15:05:38] <Bernzel> sense*
[15:06:03] <hmmm> @Xoppa, something like renderable.material.get("second texture").textureDescription
[15:08:13] <hmmm> @Xoppa ??? :(
[15:08:45] <Xoppa> hmmm, a set (material) cannot contain multiple of the same value (attribute type)
[15:09:05] <Xoppa> just like you cant have multiple uniforms with the same name in your shader
[15:09:25] <hmmm> @Xoppa, oh, so it overwrites previous textures by the last one?
[15:09:53] <Xoppa> https://github.com/libgdx/libgdx/wiki/Material-and-environment#using-attributes
[15:09:54] <mk1> Bernzel: IMAGE SETTING prints out?
[15:10:00] <hmmm> @Xoppa, I mean counts only the last one
[15:10:18] <hmmm> @Xoppa, kk, thank you, I think I got it
[15:10:24] <Xoppa> k
[15:11:29] <hmmm> wulax, I guess I'll have to use custom attributes after all ;'(
[15:13:23] <wulax> hmmm: you can probably use an array of textures in your custom attribute, then set some samplers to read from each individually
[15:14:34] <wulax> or texturedescriptor I guess
[15:15:39] <wulax> it depends on how you write your shader code
[15:15:44] <hmmm> wulax, I guess I'll just use different attribute names, don't think I will need more than 4 textures
[15:15:52] <Xoppa> if you are so reticent to using a custom attribute (which you shouldnt) then you can also abuse an existing attribute you are not using, like Bump or something
[15:16:17] <hmmm> @Xoppa, yeah, I'm already abusing them lol
[15:16:31] <hmmm> @Xoppa, just want to find a different approach
[15:16:51] <Xoppa> what is wrong with using custom attributes for your custom shader, btw?
[15:18:56] <hmmm> @Xoppa what do you mean?
[15:19:30] <hmmm> @Xoppa do you want to know the whole problem?
[15:19:33] <Xoppa> why are you finding ways to avoid having to create a custom attribute?
[15:20:08] <wulax> the attributes are just a ways to connect your textures/materials to uniforms and stuff in your shader
[15:20:11] <Xoppa> no, just why you dont want to create an attribute
[15:21:17] <hmmm> @Xoppa I'm modelling in blender, using 2 textures and a stencil map for multitexturing. When exporting the model from blender to .fbx -> g3dj, all the textures have a "DIFFUSE" type
[15:21:47] <hmmm> I don't want to manually change the type
[15:21:57] <Xoppa> ow, yeah need to fix that, so you cant have multiple texture in g3dj of the same type
[15:23:04] <hmmm> @Xoppa, how do you want to fix it?
[15:23:35] <Xoppa> like so: https://github.com/libgdx/fbx-conv/wiki/Version-0.3-%28draft%29
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[15:24:05] <Bernzel> mk1 , yepp
[15:24:47] <mk1> img1 != null?
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[15:25:19] <Bernzel> It's not empty. I debugged that line and it had a byte value
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[15:25:41] <mk1> img1, not data
[15:25:54] <hmmm> @Xoppa, do you mean by "Attribute: more flexible (allow specify size, type, index etc)"?
[15:26:22] <Bernzel> ok hold on
[15:26:43] <hmmm> @Xoppa and Material: move textures to the root (todo: add texture region support)
[15:26:51] <hmmm> @Xoppa well, I see, lol
[15:26:56] <Xoppa> hmmm, it is vertex attribute, not material attribute
[15:28:13] <Bernzel> damn there it is mk1. Can't believe I missed that. img1 is null.
[15:28:17] <Bernzel> But why
[15:28:50] <hmmm> @Xoppa if I will change a texture type in http://pastebin.com/v0kKGFWi from "DIFFUSE" to "DIFFUSE2", will it stay "DIFFUSE2" if I will convert it from .g3dj to .g3db?
[15:29:15] <Xoppa> depends on how you convert it
[15:29:16] <mk1> next step. is the pixmap null?
[15:30:03] <hmmm> @Xoppa like -f model.g3dj model.g3db
[15:30:08] <hmmm> @Xoppa ???
[15:30:21] <Xoppa> you mean fbx-conv? that doesnt support that
[15:30:27] <hmmm> @Xoppa ugh :(
[15:31:13] <Xoppa> im sure there are json to ubjson converters though in which case it should be converted as is
[15:31:21] <Bernzel> mk1 to check the pixmap I must break on setDrawable?
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[15:31:57] <mk1> store pixmap in a temp var and check if it's null?
[15:33:26] <hmmm> @Xoppa okay, thank you, I thought it's capable of converting from .g3dj to .g3db lol xD
[15:34:25] <EngineerBetter> Hey folks. I recently updated from 1.3.1 to 1.7.1 of LibGDX. Since then, when my buttons are in a "down" state, they get a tiny bit taller.
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[15:37:59] <Bernzel> mk1 yes it's null
[15:38:58] <mk1> then step into it and find out why
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[15:43:01] <hmmm> @Xoppa, what if I will be using .g3dj instead of .g3db? I mean what are the disadvantages of it? Bigger size, bigger loading time and that's it?
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[15:43:31] <kdarknight_> has anyone here implemented scan lines shader?
[15:43:47] <kdarknight_> crt like effects?
[15:43:57] <kdarknight_> could fine one good looking
[15:44:21] <kdarknight_> couldn't
[15:47:23] <Bernzel> mk1 , not sure what I'm looking for. The data it
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[16:03:33] <mk1> the data it?
[16:03:35] <Bernzel> mk1 , well in the update method that's called when the screen is shown, the img1 texture is null as well. But it still works.. what is up with that? How can the Image display the correct texture when it's null?
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[16:07:57] <Bernzel> mk1 my mistake from the beginning I think. I put a breakpoint on the line where the texture is being created with the byte[]. Put a breakpoint on the line after "setDrawable" and img1 isn't null. It says "img1 = {Texture@20596} .
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[16:10:36] <EngineerBetter> Hmm, when my button enters a "checked" state, the containing Table needs laying out again, and somewhere in that process it's deciding that the actor should be taller
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[16:12:46] <Bernzel> mk1 so should I breakpoint the line after img1 texture has been created or on the line where it's being created?
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[16:15:33] <mk1> next line
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[16:25:03] <Bernzel> mk1 well then img1 is not null nor is the pixmap
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[16:25:15] <mk1> then I have no idea
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[16:45:05] <hmmm> @Xoppa could you tell me please, where are you getting the "a_texCoord0" from in your Default shader?
[16:46:17] <hmmm> @Xoppa https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/default.vertex.glsl#L28
[16:47:26] <Tomski> hmmm: its a vertex attribute
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[16:47:44] <hmmm> @Xoppa I found the https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/default.vertex.glsl#L32 from DefaultShader LocalSetter
[16:47:57] <Tomski> thats a uniform
[16:48:44] <hmmm> @Tomski could you please point me to a place in code, where it is getting the value for "a_texCoord0"?
[16:49:10] <Tomski> hmmm: its passed in the vertex array
[16:49:39] <hmmm> @Tomski I don't really understand...
[16:51:21] <hmmm> @Tomski I mean what code (and where) is responsible for it?
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[16:54:12] <hmmm> @Tomski can I use the same "a_texCoord0" for all textures?
[16:54:59] <hmmm> @Tomski like http://pastebin.com/1968HBtn
[16:55:04] <hmmm> @Tomski ???
[16:57:04] <hmmm> @Tomski please just tell me that I'm saying stupid things instead of ignoring me, if it so...
[16:57:27] <Tomski> on phone, two secs
[16:57:34] <hmmm> @Tomski kk
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[17:02:18] <wulax> hmmm: it's from https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/glutils/ShaderProgram.java#L77
[17:02:57] <wulax> oh, wait, you wrote a_texCoord0
[17:03:33] <hmmm> wulax yeah...
[17:03:54] <hmmm> wulax can't find the whereabouts of it...
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[17:04:58] <Tomski> hmmm: its set in the vertex data when you construct your mesh
[17:05:19] <Tomski> At the slightly higher level with Mesh, you pass in your vertex attributes
[17:05:47] <Tomski> That may involve a TextureAttribute with a specific texture unit, which gets an attribute name of a_texCoord + unit
[17:06:37] <hmmm> @Tomski can it vary from texture to texture?
[17:06:57] <Tomski> What do you mean?
[17:06:57] <hmmm> @Tomski or is it safe to use with all the textures on the same model?
[17:07:23] <hmmm> @Tomski the value of "a_texCoord0"
[17:07:35] <hmmm> @Tomski not even sure what is it exactly
[17:07:40] <Tomski> The actual value of that attribute is per vertex
[17:08:20] <Tomski> Just like position is a vertex attribute, x,y,z
[17:09:16] <hmmm> @Tomski so, let's say I got 1 model, two textures with different UVs, will I have 2 "a_texCoord"s and will they be different?
[17:09:42] <Tomski> You might have an a_texCoord0, and an a_texCoord1
[17:09:58] <Tomski> But you can have multiple textures with the same texture coordinates
[17:10:04] <mk1> afaik the current format doesn't support multiple uvs
[17:10:05] <Tomski> Which is usually the case
[17:10:31] <hmmm> @Tomski okay, ty
[17:10:34] <Tomski> The default shader doesnt let you do everything
[17:10:54] <hmmm> mk1 wow, are u sure?
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[17:11:21] <Tomski> Multiple uvs isn't really a very common thing
[17:11:35] <Tomski> That doesn't mean you cant have multiple textures
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[17:12:13] <hmmm> @Tomski isn't it like a common way to make a 3d terrain
[17:12:50] <Tomski> Vertex painting is more likely for terrain
[17:12:59] <Tomski> Either way, you can just a custom shader
[17:13:43] <hmmm> @Tomski yeah, that's why I'm writing a custom shader by "extending" the default one
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[17:13:55] <Tomski> hmmm: Id just write one from scratch
[17:14:00] <Tomski> Follow Xoppas guide on his blog
[17:14:46] <hmmm> @Tomski I'm kinda new to it, so that's why I am not writing it from scratch, to be able to see how thing are working
[17:15:23] <Tomski> There is a lot going on in the DefaultShader, its hard to see whats going on where if you arent used to the format
[17:15:56] <hmmm> @Tomski nah, I can already understand most of it
[17:16:10] <Tomski> If you did, you wouldnt be aasking where vertex attributes come from
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[17:16:46] <fitzavig> howdy
[17:17:04] <wulax> Xoppas gist shader has nice things like normal and specular mapping, which is not in the default afaik
[17:17:07] <Tomski> but you do whatever you feel is best, Id just suggest you follow his guide rather than trying to jump in the deep end
[17:17:14] <Tomski> ello fitzavig
[17:17:55] <hmmm> @Tomski well, of course there is still a lot to learn
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[17:19:17] <hmmm> wulax, I don't really need it atm, if not at all
[17:19:43] <hmmm> wulax, tho I've been using a shader with normals support
[17:20:16] <hmmm> wulax, a Xoppa's one, which doesn't work anymore after I updated the libgdx tho
[17:20:27] <hmmm> wulax, an old one
[17:21:12] <wulax> ok
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[17:23:06] <wulax> nice resource to learn about shader programming https://www.shadertoy.com/
[17:23:42] <hmmm> wulax thank you)
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[17:44:00] <Bernzel> mk1 is it pathetic to , instead of changing texture during runtime, create a simple loadingscreen to send the user to efter they've picked image, and call back to the original screen after a couple of seconds so that show() will be executed again and everything works? :(
[17:44:11] <Bernzel> after*
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[17:46:50] <hmmm> LOL
[17:46:58] <hmmm> Don't scare me again please
[17:47:07] <hmmm> There is a support for different UVs
[17:47:32] <hmmm> And it looks I found out a way to use the a_texCoord
[17:47:41] <hmmm> looks like*
[17:48:32] <hmmm> mk1, what did you mean by "current format"?
[17:49:17] <hmmm> oh well, he's not here lol
[17:51:07] <Tomski> Not in the default shader
[17:51:46] <hmmm> @Tomski ofc, that's why I just added a support of multiple UVs to it
[17:52:18] <hmmm> @Tomski I thought he was talking about the .g3dj/.g3db format
[17:55:21] <hmmm> @Tomski thank you for explanations tho
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[17:58:48] <mobidevelop> Bernzel: that's not ideal, obviously (you know it, else you wouldn't have asked)
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[18:07:21] <Bernzel> mobidevelop, guilty of charge..
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[19:14:18] <elauzel> can images be put in a scrollpane?
[19:16:58] <Xoppa> sure
[19:17:34] <elauzel> that is my current mission
[19:17:58] <elauzel> searching for an example or tutorial currently
[19:19:01] <Xoppa> you want a tutorial that shows how to put an image in a scrollpane?
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[19:19:30] <Xoppa> new ScrollPane(yourImage);
[19:20:03] <elauzel> lol, I want images as well as text in the scroll pane, in a definite order
[19:20:44] <Xoppa> new ScrollPane(thethingthatyoumadethatyouwantinyourscrollpaneandwhoneedscamelcaseanyway);
[19:21:27] <Xoppa> Eg, if its a group then pass in the group. If its a table then pass in the table.
[19:22:21] <elauzel> hmm okay, previously I was passing in a Label since it was just text, but I now want text as well as images
[19:22:28] <elauzel> I'll look at scrollpane constructors
[19:22:47] <elauzel> might indeed have to make a table
[19:22:56] <elauzel> break up the text and intersperse with images
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[19:43:40] <davebaol> @Xoppa: I can't get how to use bullet's internal tick callback
[19:43:44] <davebaol> any idea?
[19:43:57] <Xoppa> sure: https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/bullet/InternalTickTest.java
[19:45:00] <davebaol> @Xoppa: thanks :)
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   November 26, 2015  
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