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[00:09:43] <Loraunt> Anyone have any ideas for getting the id of a texture region from a TextureRegion?
[00:10:19] <Loraunt> Basically want to iterate over a texture atlas and map them to their ids for lookup
[00:10:44] <Tomski> id?
[00:11:08] <Loraunt> eg the filename of the resource prior to packing
[00:11:11] <FrottyZ> the id of a texture region from a TextureRegion?
[00:11:17] <FrottyZ> we must go deeper
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[00:11:33] <Loraunt> so red.png, blue.png, yellow.png -> color.atlas
[00:11:35] <Tomski> textureAtlas.get(filename) will return you that asset
[00:11:53] <Tomski> or findRegion(regionName)
[00:12:07] <Loraunt> I want to extract the region names from the atlas
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[00:12:38] <Tomski> textureAtlas.getRegions()
[00:12:59] <Loraunt> right, getRegions returns the regions themselves
[00:13:09] <Loraunt> but I cant seem to find the region name in that
[00:13:11] <Tomski> It returns atlasregions
[00:13:22] <Loraunt> that would be why
[00:13:23] <Loraunt> thanks Tom!
[00:13:40] <Loraunt> was casting it to textureregion pre-maturely...
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[00:42:22] <Joozey> Viewport.update(width, height) can invoke positionChanged() of each Actor that is added to a stage. Apparently, an action like resizing a window resets an Actor's position after it moved with an Action like MoveToAction. Is there any way to detect Viewport.update has changed the Actor position? Or prevent it from resetting Actor's position?
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[01:01:55] <GeoDoX> Question's a little far off, but does anyone know how to set LWJGL's natives (3.0.1-SNAPSHOT) in Gradle?
[01:04:39] <GeoDoX> I'm using the new Download page at https://www.lwjgl.org/download with the Nightly build, it gives the gradle script but that doesn't help at all
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[01:05:01] <GeoDoX> The switch should be setting the natives, however it's not.
[01:05:34] <GeoDoX> Getting a java.lang.NoClassDefFoundError: org/lwjgl/glfw/GLFWErrorCallback at line GLFWErrorCallback.createPrint(System.err).set();
[01:06:00] <GeoDoX> Did some research and apparently that means the natives aren't set in the classpath
[01:06:15] <GeoDoX> I'd set the classpath manually, but I don't know how to do that
[01:08:18] <mobidevelop> The failing status of 2/3 of the builds doesn't instill confidence
[01:10:03] <mobidevelop> That said, libgdx also has a failing build status as well
[01:12:10] <GeoDoX> When I first built, 1/3 were failing, and Nightly wasn't one of them
[01:12:54] <GeoDoX> This seems to be an issue with the buildscript directly
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[01:33:17] <GeoDoX> @mobidevelop Github say's the build's passing, but Nightly is saying it's not?
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[01:38:17] <TEttinger> oh, GeoDoX! you left before I got to reply about the swing thing
[01:38:31] <TEttinger> swing will bundle paint calls if nothing changes
[01:39:20] <TEttinger> so if you give it the same arguments, but never update and no events happen, you can paint millions of times without doing anything. adding an update call slowed your 12 * 1,000,000 to 12 * 10 FPS
[01:39:41] <TEttinger> so your numbers were off by 5 orders of magnitude
[01:40:05] <TEttinger> also it had horrible graphics glitches with vsync off
[01:41:51] <TEttinger> if update or similar methods aren't called, but repaint paints some rectangle in different positions every time, you'll just draw over old frames and the FPS will still appear high because it's bundling the frames that didn't change
[01:42:10] <GeoDoX> I must not have copied the code correctly then. I noticed that shouldLimitFPS didn't work so I know there were some issues
[01:42:29] <TEttinger> swing is definitely not faster than raw OpenGL, which uh should be obvious
[01:42:35] <GeoDoX> I did look into repaint() and you're correct, it only actually repaint's when it can
[01:42:48] <TEttinger> swing apps are generally slow to respond
[01:43:09] <GeoDoX> I decided to implement LWJGL into my engine
[01:43:22] <TEttinger> sounds good
[01:43:37] <GeoDoX> When I forced the call to paintComponent, I was actually getting between 600 - 950 FPS
[01:44:01] <TEttinger> the main issue with swing is that the events are extremely low-precision in timing -- awful for games
[01:44:04] <GeoDoX> That's with my CPU running at 60% as it was
[01:44:40] <GeoDoX> Yeah, it's unfortunate that 8m FPS was actually false...
[01:45:13] <TEttinger> yep
[01:45:50] <WickedShell> If you know what you are doing in Swing there are huge gains to never calling super() in repaint methods.. (some line/primitive stuff you can dodge it on it)
[01:46:12] <GeoDoX> I never did ;)
[01:46:16] <WickedShell> but thats incredibly painful to actually manage and a sign you should look elsewhere (ie libgdx)
[01:48:35] <GeoDoX> @Tomski How is Gdx setting LWJGL's natives?
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[01:50:09] <Tomski> With lwjgl3 through their native artifacts
[01:50:18] <Tomski> with lwjgl2 its bundled in their core artifact
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[02:36:23] <Joozey> Anyone got an idea why resizing a window resets positions of Actors modified by MoveByAction? Also seems to cancel the Action in progress.
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[02:38:01] <Joozey> Stage contains ExtendedViewport and Table. Table contains Actors. When resizing, I call Viewport.update(w,h,true). Somehow Actors then reset to origin positions and Actions are cancelled.
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[03:30:59] <TEttinger> it shouldn't affect actions; is the stage getting act() called on it?
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[04:14:04] <Shawneth> Does anyone know any good tilesets for a starcraft 1 - like strategy game?
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[07:42:03] <confused> hello, i am trying to render a simple shape but cant seem to get it to visually appear, i call it like this: sr.begin(ShapeRenderer.ShapeType.Filled); sr.setColor(Color.RED); sr.circle(Gdx.graphics.getWidth()*.5f, Gdx.graphics.getHeight()*.48f, 10); sr.end();
[07:49:59] <confused> hello?
[07:54:03] <Tomski> confused: are you using a camera?
[07:54:37] <confused> yes but i just want it to print on the screen, not in 3d
[07:54:49] <Tomski> Perhapse pastebin your code
[07:55:36] <confused> the only 4 lines for the shaperenderer are pasted above
[07:56:14] <confused> and i dont have it in a spritebatch or modelbatch either
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[07:58:41] <Tomski> Right, that code looks ok so its probably something else. Without a pastebin i can't help you, sorry
[08:00:20] <confused> http://pastebin.com/uj27ZERD
[08:02:51] <Tomski> That code is definitely being executed?
[08:02:57] <confused> yes
[08:03:24] <confused> but yet the circle is not there
[08:04:31] <Tomski> Why are you enabling depth test?
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[08:05:46] <confused> because for some reason when i remove the depth test part, the font of "welcome" and the sprite disappear
[08:07:05] <confused> oh sorry i thought you had ment on the line 85, i removed the depth test on line 62 now. it made no change
[08:07:50] <Tomski> You only see "welcome" and the sprite then?
[08:08:06] <confused> correct but no circle
[08:08:39] <Tomski> Comment out from 86 to 93
[08:09:20] <confused> okay, all that did was draw an empty screen
[08:09:42] <Tomski> What colour?
[08:09:47] <confused> grey
[08:13:41] <confused> to add to the confusion, i just tested it with adding in sr.circle(50, 50, 10); and it draws but yet the one i wanted (cented at the middle of the screen) does not appear
[08:15:30] <Tomski> Start with a simple test, see if that works
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[08:16:16] <Tomski> https://gist.github.com/Tom-Ski/36c713bd186d231e6570d8528c05645e
[08:16:50] <confused> i did with the fixed 50 50 locations, and it draws, but when i set the location to middle of the screen, it fails
[08:17:19] <Tomski> Check what value that is
[08:17:26] <Tomski> you should also update your libgdx
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[08:19:43] <confused> the middle of the screen values that it has are correct, the circle just is not appearing there
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[08:26:21] <confused> is it that the X and Y values for the shaperenderer dont scale to the width and height of the screen?
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[09:01:30] <Tomski> the units depend on the projection matrix you set
[09:01:41] <Tomski> as you set none, it defaults to Gdx.graphics.getWidth and Gdx.graphics.getHeight
[09:01:48] <Tomski> At the time when you create the shape renderer
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[09:04:58] <Tomski> If you use a camera correctly you wont have these issues
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[13:20:13] <ficolas> what is the math behind changing a camera's zoom with two pointers in android? I cant figure out how to implement it
[13:22:56] <ficolas> the vector between the two fingers should always be between the two fingers, the zoom part I have figured out, but the camera should also move a bit
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[14:54:08] <Kamigaku> Hi everyone, i have an issue with my box2d bodies. None of them are colliding. They appear on the screen (i saw them with debug), they have the corrects binding regarding the flags but yet they are not colliding, any clue ?
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[15:31:19] <Kamigaku> Ok, i've found that my kinematics body don't collide with the static bodies, is that normal ?
[15:33:09] <Kamigaku> nvm, just read on the manual that kinematic and static never collide
[15:34:27] <LyronDev> Yes. Also be aware, that sensor bodies do not collide. (fixtureDef.isSensor = true)
[15:34:50] <LyronDev> They are recognised by your ContactListener, however
[15:37:29] <Kamigaku> yup
[15:38:01] <Kamigaku> but the thing is that i didn't wanted my body to move each other, i guess i'll just made the flags saying that they don't collide with monster
[15:38:23] <LyronDev> Sounds good
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[15:39:36] <Kamigaku> one question, if in the maskbits i say : body A collide with B, body B don't collide with A
[15:39:40] <Kamigaku> what does it do ?
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[15:46:51] <mk1> it doesn't collide
[15:46:59] <mk1> collision must be defined both ways
[15:47:27] <mk1> *they don't collide
[15:52:28] <Kamigaku> Ok, thanks !
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[17:19:26] <ficolas> 25 bucks to release an app to google play? :C
[17:20:02] <ficolas> (to create a developer thingie actually but... :C)
[17:21:44] <mk1> $99 for a one year developer license for the Apple Store with NO guarantee that your app gets published?
[17:22:13] <ficolas> I didnt have plans to release my app to the apple store, since I freaking hate apple
[17:23:30] <ficolas> but... I dont have much hope in my app generating 25$ ever, I was planning on not adding adds to the app
[17:23:55] <ficolas> now that its almost finished there is no way im not releasing it tho xD
[17:24:16] <nexsoftware> amazon app store will let you publish free
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[17:24:32] <ficolas> who uses that tho
[17:24:35] <mobidevelop> You'll also get no downloads
[17:24:44] <ficolas> exactly
[17:25:09] <mobidevelop> $25 for a lifetime membership to Google Play isn't so bad though
[17:25:22] <ficolas> true
[17:25:41] <ficolas> but I wasnt expecting it
[17:26:07] <mobidevelop> Heh, well that's on you :P
[17:26:49] <ficolas> some people here were interested in the app the other time I talked about it :v Im going to charge 25$ to the first buyer, who wants to be that guy?
[17:26:51] <ficolas> xD just kidding
[17:27:16] <mk1> ficolas: if you're not interested in money someone else could publish it for you
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[17:27:38] <ficolas> im kidding :3
[17:27:47] <ficolas> If it wasnt a life-time thing I would think about it
[17:27:58] <ficolas> but im pretty sure in the future i'll release more apps
[17:28:02] <ficolas> so it isnt that bad
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[20:04:31] <ficolas> Can I put a file in the local filehandle on installation in android?
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[20:06:55] <zymo> hey everyone
[20:07:47] <zymo> I'm trying to use an interruptible path search, but calling request.resultPath.clear() will give me a null pointer
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[20:23:56] <Betalord> I'm having problems with blending triangles, as seen on this scrshot: http://i.imgur.com/cacL2eB.png Any idea what I'm doing wrong? One of the triangles is taking color from the other, but they are both 100% blue (they have alpha step at the borders though). I'm using Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
[20:24:44] <Betalord> what I want though is if one blue triangle is drawn upon another blue triangle, you don't get to see his blended borders
[20:25:21] <Betalord> because the problem I have now is when putting together 2 triangles to form a rectangle, there is a dark diagonal in between them (where there are alpha blended borders). How to avoid that'
[20:28:44] <[twisti]> i think you want to change your blend equation to max
[20:29:57] <[twisti]> isnt that fixed pipeline though ? does that even work while using custom shaders ?
[20:31:23] <Betalord> naah I'm not using shaders, it's another class for rendering that I'm incorporating into my app now
[20:35:52] <zymo> anyone have any examples of interruptable searches for pathfinding?
[20:36:10] <zymo> or a gist of how to set it up?
[20:36:42] <Tomski> Betalord: how are you drawing those triangles?
[20:36:50] <Betalord> [twisti]: how do I set up GL_MAX equation? libgdx doesn't have it it seems (I tried Gdx.gl.glBlendEquation(Gdx.gl.GL_MAX))
[20:37:18] <[twisti]> im sorry, i dont recall
[20:37:19] <Betalord> Tomski: just normal triangles... I put vertices in the buffer with colors and send them down the pipeline (drawing them with GL_TRIANGLES)
[20:37:31] <Tomski> So with a shader then?
[20:37:46] <Betalord> well it uses a shader, it's true, but it's a simple one
[20:38:35] <Betalord> this is the shader it uses: http://pastebin.com/P1G11hF9
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[20:42:35] <[twisti]> im pretty sure things like glBlendFunc are part of the fixed pipeline and have no effect while using shaders
[20:43:00] <[twisti]> that shader just uses the new color, discarding the old one
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[20:45:03] <Betalord> so, what should I do to correct it?
[20:45:36] <Tomski> the glBlend functions are still valid with shaders
[20:45:46] <Tomski> Which one you use depends on what effect you want
[20:46:49] <Tomski> Max isnt part of the gles 2.0 spec though
[20:48:43] <Betalord> so what must I do?
[20:49:11] <Tomski> I dont know what you are trying to do
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[20:51:26] <Tomski> If you think a blend mode can solve your problem, look at the math and check through them
[20:52:05] <Betalord> like I said, a normal blending... I don't want that second triangles borders to leave a dark shadow on the first triangle. I mean, they are both blue
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[20:52:28] <Tomski> You are drawing that shadow
[20:52:55] <Betalord> I looked through the equations, and src_alpha + one_mines_src_alpha should work, but it doesn't... or maybe I'm missing something
[20:53:09] <Tomski> That IS normal blending
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[20:54:12] <Betalord> oh wait, I just remembered something...
[20:54:18] <Betalord> let me check, brb
[20:55:41] <Betalord> I fixed the problem :)
[20:56:23] <Betalord> I totally forgot... those shadows, I draw them by triangles which have vertices with zero alpha, BUT, I also set rgb to zero... I completely forgot :)
[20:56:42] <Betalord> thanks guys! You actually helped: by me explaining it to you I figured out what the problem is, heh
[20:58:52] <Ashiren> https://en.wikipedia.org/wiki/Rubber_duck_debugging
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[21:09:04] <[twisti]> my favourite psychological weirdness
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[21:17:55] <ficolas> how do I do it so that my custom actor (that extends Actor) doesnt allow inputs click through it?
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[23:00:03] <diphtherial> ficolas: iirc you have to handle the click event and return true
[23:01:20] <ficolas> but the click event return is void
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[23:01:47] <diphtherial> i don't use scene2d much; i'm reading through the docs currently
[23:02:08] <ficolas> it worked with touchDown
[23:02:09] <ficolas> thanks
[23:03:13] <diphtherial> cool
[23:03:36] <diphtherial> you may also find that you have to handle touchUp
[23:03:54] <diphtherial> (in case a parent is listening for that event, too)
[23:04:41] <diphtherial> fwiw, the event system first fires 'capture' handlers from root to child, then listeners in the opposite direction, from child to parent. in the capture handler phase you can cancel an event, preventing children from ever seeing it
[23:05:14] <diphtherial> in the second phase, from child to parent, returning true from a handler consumes the event, so no ancestors see it
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[23:06:32] <diphtherial> source: https://github.com/libgdx/libgdx/wiki/Scene2d#event-system
[23:11:53] <ficolas> touchUp return value is also void
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   October 24, 2016  
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