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[00:11:47] <madytyoo> hello guys, I have a question about the DefaultShader skinning. It would be possible compute the skinning matrix on CPU instead of CPU?
[00:12:28] <Ghandhikus> wut
[00:12:32] <Xoppa> sure, everything is possible
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[00:14:33] <madytyoo> Xoppa, do you think compute the matrix on CPU has disadvantages?
[00:14:56] <Xoppa> yes
[00:15:17] <Xoppa> or do you mean a specific matrix for a specific vertex?
[00:15:36] <madytyoo> specific matrix
[00:16:47] <Xoppa> if you want to calculate a single matrix then that´s faster to do on cpu. But skinning requires a specific matrix for each vertex, which is faster to do in parallel: gpu.
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[00:18:13] <madytyoo> I see, thanks
[00:18:29] <Xoppa> so I guess the disadvantage would be that computing the matrix on CPU only has advantages for a single vertex.
[00:19:01] <Xoppa> or perhaps a few (4 or 8 or so) vertices, e.g. when using simd
[00:20:26] <madytyoo> if you have a model with 2000 vertex, makes no sense do it on the CPU
[00:24:04] <madytyoo> I have another question about the new shadow system, Few weeks ago I asked where I could find a working test with no luck. Does anybody have the source code?
[00:24:05] <Xoppa> most likely it makes no sense indeed, although i´m sure there are use-cases where that would make sense (e.g. when you need to apply a very accurate but CPU calculated physics simulation that follows the transformed skin or something like that.)
[00:24:37] <Xoppa> a working test is included in the initial pr
[00:24:38] <madytyoo> I see your point Xoppa
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[00:28:33] <madytyoo> here https://github.com/libgdx/libgdx/pull/3449?
[00:29:13] <Xoppa> the one before that (and is linked in the pr): https://github.com/libgdx/libgdx/pull/3347
[00:32:03] <madytyoo> thanks, will replace the DirectionalShadowLight?
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[00:35:44] <Xoppa> not as long it isn´t finished and can be tested. currently, the original contributor seems to have abandoned it and no-one else have picked it up. so currently there is no sign that this will make it into the api anytime soon.
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[00:36:41] <madytyoo> your advice is to stick with the DirectionalShadowLight?
[00:37:33] <Xoppa> if you only need a single directional light then indeed.
[00:39:49] <Xoppa> the ¨new system¨ mainly adds multiple types of light (obviously at some cost for performance)
[00:40:21] <Xoppa> *multiple light, which can be of different types
[00:40:46] <madytyoo> yeah, I took a look to the code, and it is one of my concerns if target low end mobile devices
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[00:44:45] <madytyoo> thank you fXoppa, I think I will play a bit with the new shadow system to figure out how it works
[00:44:55] <madytyoo> thank you Xoppa, I think I will play a bit with the new shadow system to figure out how it works
[00:45:40] <Xoppa> nice, don´t forget to share your findings madytyoo!
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[00:48:26] <madytyoo> sure thing, if any
[00:50:55] <madytyoo> I'm trying to involve people in using libGDX for 3D games, but it is an unfair game
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[04:14:52] <NicoCappa> Hey guys, I want to make a 2d platformer with libgdx for android, do you guys recommend any free/cheap tutorials for this?
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[04:24:39] <isdera> youtube.com
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[06:55:41] <lvGdx> Good day
[06:55:54] <lvGdx> setTransform(@NotNull com.badlogic.gdx.math.Vector2 position, float angle)
[06:56:21] <lvGdx> does transforming a body changes the orignal x,y or does they stay same
[06:56:46] <TEttinger> what do the docs say?
[06:56:55] <TEttinger> also what class is that in?
[06:57:05] <lvGdx> Set the position of the body's origin and rotation. This breaks any contacts and wakes the other bodies. Manipulating a body's transform may cause non-physical behavior.
[06:57:20] <lvGdx> body's origin is at the center right?
[06:57:44] <TEttinger> I can check, not sure what class you're talking about
[06:57:46] <lvGdx> center!*
[06:57:55] <lvGdx> Box2d Body class
[06:58:10] <TEttinger> thanks, I'll just source dive
[06:58:45] <lvGdx> its a jni call
[07:01:23] <TEttinger> yes. it appears to change the position that it is passed
[07:01:44] <TEttinger> the JNI goes here, which only kinda helps https://github.com/libgdx/libgdx/blob/master/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Dynamics/b2Body.cpp#L417
[07:02:31] <TEttinger> position is a reference there, which allows it to be changed in the method and affect the caller, and it looks like b2Mul is called and that seems to modify the vec2d
[07:03:29] <lvGdx> what's the origin, center or the x,y ?
[07:05:19] <lvGdx> TEttinger: ^
[07:06:46] <TEttinger> err crap waitaminute
[07:07:06] <TEttinger> b2Mul doesn't seem to be like the libgdx vector2d multiply
[07:07:36] <lvGdx> Also does the position value is added to the current position or does it sets to the new position, because the experiments suggest that i might be dragging from the current x,y
[07:08:30] <TEttinger> not sure which of these it is, uhh... but none of these seem to mutate the transform or b2vec2d in place https://github.com/libgdx/libgdx/blob/master/extensions/gdx-box2d/gdx-box2d/jni/Box2D/Common/b2Math.h#L581
[07:08:32] <lvGdx> sorry i'm not a c dev, so doesn't understand much of the code
[07:08:55] <TEttinger> I'm enough of a C dev to know it's C++, but not much more than that :P
[07:09:05] <TEttinger> jni is ugly stuff
[07:09:22] <TEttinger> I would try testing it as simply as you can
[07:10:01] <lvGdx> should i share my project?
[07:10:39] <TEttinger> set the current position to some vector2d that is not 0, like x=1,y=1. call that setTransform with the current position for the first arg and 0 for angle, and see if it changes
[07:11:04] <TEttinger> (you can print the vector before and after, for one thing)
[07:11:06] <lvGdx> okey
[07:11:10] <lvGdx> let me test
[07:11:26] <TEttinger> also compare the actual position of the object, which might be visible in your app if it moves fast
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[07:14:27] <lvGdx> okey calling setTransform with current position and angle 0 radians keep the body at rest
[07:14:39] <lvGdx> i.e the position doesn't changes
[07:14:58] <lvGdx> http://williammora.com/a-running-game-with-libgdx-part-2
[07:15:15] <lvGdx> can you check the Runner class
[07:15:38] <lvGdx> please note the methods dodge and stopDodge
[07:16:45] <lvGdx> in dodge position why does the dodgeY is set to 1.5, while the orignal RunnerY = 2
[07:27:30] <lvGdx> TEttinger: there?
[07:28:32] <TEttinger> oh hey
[07:28:49] <TEttinger> ok, taking a look
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[07:31:52] <TEttinger> ah, that's just rotating it then
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[07:32:45] <TEttinger> try changing angle in your testing code from 0 (float)(Math.PI * 0.125f)
[07:34:21] <lvGdx> the body rotates at a weird angle and goes upside down
[07:34:24] <TEttinger> the position parameter isn't changing because it's the origin of the rotation. when angle is 0 there's no rotation, when angle is anything else (other than a multiple of 2 * PI), it will rotate around that point
[07:34:38] <TEttinger> origin is the point it rotates around
[07:34:55] <TEttinger> they change the origin for the dodge so it falls back or some other effect
[07:34:59] <lvGdx> position is changing, kindly note dodgeY
[07:35:11] <TEttinger> that's the origin position yeah
[07:35:55] <TEttinger> in box2d you almost never directly set the position of a body, it could overlap with another body too easily
[07:36:15] <TEttinger> you can definitely set the position of an origin for a rotation though
[07:36:49] <TEttinger> not sure if something's not working in here or you're trying to understand this kinda cruddy code
[07:38:15] <lvGdx> :(
[07:38:31] <TEttinger> I just think the tutorial is showing some bad habits
[07:38:56] <lvGdx> well i was only trying to understand how transformation works
[07:38:57] <lvGdx> alas
[07:39:02] <TEttinger> oh ok
[07:39:07] <TEttinger> I wasn't sure what the goal was
[07:39:18] <TEttinger> I thought I might be debugging something
[07:39:25] <lvGdx> well there are very few tuts out there, so i have few options
[07:39:41] <TEttinger> there's some places that in that tutorial he should not be using a method because it's literally returning a constant value but re-calculating it every time
[07:39:44] <lvGdx> Yes i do following the tutorial, but stuck on that transformation part
[07:41:13] <TEttinger> because it doesn't make sense? (it doesn't, it isn't explained properly or adequately)
[07:41:24] <lvGdx> you mean getDodgeAngle?
[07:41:32] <TEttinger> I believe so
[07:41:51] <TEttinger> unless he specifically overrides it in a subclass, I can't see any reason that needs to be a method
[07:41:55] <lvGdx> yeah could be the guy also a beginner and just trying to help
[07:42:27] <lvGdx> in the era of Unity3d we all are legacy
[07:43:04] <TEttinger> the tutorial thing is weird, how there are so few good ones
[07:43:58] <lvGdx> but i'm sure doing libgdx will make me a good game programmer some day
[07:44:43] <TEttinger> yep
[07:44:45] <lvGdx> because i believe are more into game dev engines.
[07:44:55] <lvGdx> people*
[07:45:08] <TEttinger> I've definitely learned a lot from libgdx in terms of a good way to program java
[07:46:27] <TEttinger> if you only see stuff that's been produced by eclipse foundation or worse, the JBoss stuff, you'd think Java programming only involves Java a third of the time, the rest being XML, UML, and associated slow buggy GUI configuration wizards
[07:48:43] <lvGdx> I'm app developer but trying to learn game development in my spare time, because i always wanted to do game development.
[07:51:01] <lvGdx> intelliJ idea is cool
[07:52:58] <lvGdx> And libgdx community is lucky that this channel exists, there are many intellectuals like Tomski
[07:53:40] <lvGdx> He been a helping hand for me to learn & understand libgdx
[07:55:27] <TEttinger> tomski is a good un
[08:00:51] <lvGdx> un?
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[08:40:11] <Betalord> hi
[08:40:22] <Betalord> any idea how I can reset a GL_TRIANGLE_STRIP?
[08:40:47] <Betalord> that is, I would like to draw one triangle strip after another, but I would like to "close" (finish) first one before drawing the second one
[08:41:07] <Betalord> or else there will be a "bridge" between the two
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[09:00:07] <pyroMechanical> TEttinger I just wanted to let you know I figured it out
[09:01:48] <TEttinger> wooooooooooo
[09:02:12] <TEttinger> you got the enemies to spawn hidden, lurking in shadows?
[09:02:24] <TEttinger> good job!
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[09:32:45] <lvGdx> box2d is very strange
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[09:34:59] <lvGdx> if ground(green) width is 40 then this is the output http://postimg.org/image/u03y4db4r/
[09:35:41] <lvGdx> if ground witdth is 39 then this is the output http://postimg.org/image/5qvqc9lpv/
[09:36:40] <Tomski> why is that strange?
[09:38:07] <lvGdx> please not the small box at right (enemy) position
[09:38:23] <lvGdx> note*
[09:38:48] <Tomski> How are you positioning it
[09:39:01] <lvGdx> BodDef.setPosition
[09:39:49] <lvGdx> bodyDef.position.set(Vector2)
[09:40:16] <Tomski> But what are you giving it
[09:40:37] <lvGdx> just playing with box2d you can say
[09:40:51] <lvGdx> but in actual case this will be the enemy coming from right to left
[09:41:04] <Tomski> A body isnt going to get magically positioned somewhere based on some other objects size without you telling it to
[09:41:59] <Tomski> So if your enemy body is spawning in different locations when you change the floor width, you have some link
[09:42:12] <lvGdx> public static final float GROUND_WIDTH = 39f;
[09:42:20] <lvGdx> public static final float ENEMY_X = GROUND_WIDTH / 2;
[09:42:32] <lvGdx> i'm not changing enemy_x
[09:42:35] <Tomski> There you go then
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[09:42:40] <Tomski> enemy x changes with ground width
[09:42:47] <lvGdx> opps
[09:42:48] <Tomski> Why is that strange?
[09:42:57] <lvGdx> how could be i so stupid
[09:43:11] <Tomski> woops :)
[09:43:15] <lvGdx> okey another question
[09:43:21] <lvGdx> RUNNER_Y = GROUND_Y + GROUND_HEIGHT;
[09:43:28] <lvGdx> on the left the big box is runner
[09:43:35] <lvGdx> ENEMY_Y = GROUND_Y + GROUND_HEIGHT;
[09:43:41] <lvGdx> on the right the small box is enemy
[09:43:49] <lvGdx> but why enemy is in the air
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[09:44:19] <mk1> because "position" is center of the boxes and your enemy is smaller
[09:44:32] <[AD]Turbo> hi there
[09:44:37] <mk1> hi
[09:44:40] <Tomski> Morning
[09:44:52] <mk1> lvGdx: center of boxes is same height
[09:47:21] <lvGdx> mk1: interesting info. Thanks
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[09:47:57] <lvGdx> wish docs could have mentioned this
[09:48:53] <lvGdx> ground_x = 0, ground_y = 0
[09:49:01] <lvGdx> GROUND_WIDTH = 39f;
[09:49:15] <mk1> lvGdx: docs mention it
[09:49:17] <Tomski> They do
[09:49:41] <lvGdx> does this means that ground is at both side of the screen i.e half visible and half towards left and half towards bottom
[09:49:56] <lvGdx> The world position of the body. Avoid creating bodies at the origin since this can lead to many overlapping shapes.
[09:49:59] <lvGdx> docs
[09:50:11] <Tomski> If you dont set the origin yourself, box shapes always have their position in the middle
[09:50:46] <lvGdx> ok
[09:50:48] <Tomski> Yes it does
[09:51:09] <lvGdx> yes for question regarding ground?
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[09:52:26] <lvGdx> Thanks Tomski , mk1 you guys are awesome
[09:52:38] <Tomski> Yup
[09:56:35] <lvGdx> Inside Box2d World, how do we determine the center of the screen
[09:56:46] <lvGdx> keeping in minds units are in meters
[09:56:48] <Tomski> box2d doesnt care about your screen
[09:57:18] <Tomski> do you want to know where in the box2d world the screen center happens to be at some moment?
[09:58:13] <lvGdx> yes
[09:59:27] <lvGdx> in above example code, the ground implementation seems wrong. It should have x at the center of the screen rather than 0 and y = groundHeight / 2. Am i right?
[09:59:41] <broesl> I am having trouble implementing character movement (only horizontal and vertical, no diagonal) using box2d and impulses. If I only apply impulses, how do I make the character stop moving in the currently not active x or y direction?
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[10:00:30] <Tomski> lvGdx: your box2d camera position is the center of the screen (if you are using a fullscreen viewport)
[10:00:54] <lvGdx> broesl: new Vector2(0, 0); by applying this to impulse
[10:03:53] <lvGdx> Tomski: ohh kay :) so we define the camera view port in meters?
[10:04:23] <Tomski> new OrthographicCamera(40, 20), you'd see 40 meters wide, 20 high
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[10:04:54] <Tomski> If you position the camera on 0,0, you would see from -20 to 20 in x, and -10, 10 in y
[10:05:29] <broesl> not quite lvGdx, if my body already has a velocity of e.g. 5 and I apply an impulse of 0, 0 it still has a velocity of 5
[10:05:59] <lvGdx> broesl: body.setLinearVelocity(0, 0);
[10:06:40] <lvGdx> Tomski: thanks
[10:06:41] <broesl> yes but setting the velocity directly is not recommended, is it?
[10:07:56] <lvGdx> broesl: can you please share where it mentions not recommended?
[10:07:59] <Tomski> Its not teh worst thing you can do for your specific example
[10:08:21] <Tomski> Its advised to use forces/impulses to control your objects if you want to keep the simulation stable
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[10:12:02] <broesl> mhhh ok, checking on the UP key if vel.x is > 0 and setting the velocity to 0, 0 and then applying a an impulse on y seems working
[10:15:23] <broesl> lvGdx: i can only quote a box2d tutorial where that is states that " setting the velocity directly means the body is not correctly participating in the physics simulation. "
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[10:31:18] <Betalord> Tomski: I've solved the problem from yesterday... I've added setBlendFunction() method to the MyShapeRender, so now I can render to FBO with ONE, ONE_MINUS_SRC_ALPHA and hence all works fine
[10:32:01] <Betalord> and the font problem from the other day I solved by setting setFilter(linear, linear) to the font, so now it doesn't "jump" anymore (but it blinks a bit)
[10:33:26] <Betalord> this is the result with setfilter(lin, lin): https://vid.me/FKwl
[10:35:18] <Betalord> the upper and bottom lines are kind of "blinking", which I temporarly solved by setting the parameter.borderWidth=1 (when generating the font), and it looks a bit better: https://vid.me/WXoK
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[11:18:45] <Betalord> Tomski: anyway, a permanent solution to the problem would be this one: https://github.com/libgdx/libgdx/issues/4380
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[11:32:16] <Betalord> anyone has some shader program to use with SpriteBatch.setShader() for magnification/minifacition drawing of textures? I am looking for something better than GL_LINEAR...
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[11:37:57] <mk1> like what?
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[11:43:56] <Ange_blond> Hi guys
[11:44:55] <broesl> hi
[11:45:02] <Betalord> don't know, just something that when drawing a minified texture would smooth things up a bit. For example, if I draw a 100x100 image as 10x10, it looks really bad with linear filter... however, if I resize this same image in GIMP from 100x100 to 10x10, it looks much nicer and smoother
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[11:48:14] <Tomski> Share the 10x10 image?
[11:51:19] <mk1> Betalord: you can either provide your own mipmaps scaled with GIMP or live with linear filtering
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[11:52:10] <mk1> GIMP uses sinc downscaling which is a lot more expensive
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[12:03:09] <Ange_blond> SoundManager2 : it is an external dependency ? seems to be part of gwt backend, but i'm not sure. thanks !
[12:07:11] <Betalord> an example:
[12:07:15] <Betalord> original: http://i.imgur.com/aukFDXt.png
[12:07:22] <Betalord> gimp: http://i.imgur.com/VQQ5nS4.png
[12:07:34] <Betalord> libgdx (linear filter): http://i.imgur.com/RaaBzBH.png
[12:08:06] <Betalord> mk1: I don't care about expensivness
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[12:10:57] <mk1> looks like you don't generate mipmaps for that texture
[12:11:00] <mk1> you should do that
[12:11:16] <mk1> also this is not about being expensive but being possible (on hardware)
[12:16:44] <Betalord> well, some complex shader that does this can be expensive... but I think it can be done, no?
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[12:17:45] <mk1> not really
[12:17:56] <mk1> beaucse it's part of the rasterization process
[12:18:51] <mk1> *because
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[12:24:26] <lvGdx> Tomski: you know how does body.setTransform works?
[12:32:41] <Betalord> mk1: ah, I didn't know that. I thought that shader fragment runs over scaled pixels, however that has access to the original texture
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[12:52:27] <broesl> is it possible to launch the DesktopLauncher with jrebel?
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[13:26:30] <Betalord> Tomski: do you have some example code to create that packer object? I don't know how to figure out maxTextureSize
[13:28:21] <Tomski> give it whatever you want
[13:29:17] <Betalord> 0 is fine?
[13:29:27] <Tomski> Well, no not literally whatever you want
[13:29:30] <Tomski> It must be a valid size
[13:29:41] <Ashiren> 3.14
[13:29:55] <Tomski> Depends on what size the font is you are generating, how many characters, what max texture size you want to support
[13:30:04] <Tomski> How many fonts you want to pack into that texture
[13:30:06] <Tomski> etc
[13:30:14] <Betalord> yes but how do I figure max size that the glyph will use? This is something that gets calculated during the font generation phase, but setting parameter is before that
[13:33:14] <Betalord> btw, in the PixmapPacker constructor, there is 'duplicateBorder' parameter, for which the docs say: "duplicateBorder: duplicate the border pixels of the inserted images to avoid seams when rendering with bi-linear filtering on. "
[13:33:18] <Betalord> seems exactly what I need
[13:33:40] <Tomski> Just estimate it
[13:33:48] <Betalord> but the FreeTypeBitmapFontData constructor sets it to false, so there is no way for me to change it
[13:33:50] <Tomski> Its going to round up to the nearest power of two anyway so you dont need to be exact
[13:33:57] <Betalord> hm, ok
[13:34:10] <Betalord> is there a problem if I supply to small number?
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[13:34:35] <Betalord> too*
[13:34:37] <Tomski> It will just return you multiple textures, which is a problem performance wise
[13:34:44] <Betalord> aha ok
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[13:42:35] <Betalord> this is my code: http://pastebin.com/Tv498Jvx
[13:42:49] <Betalord> and it's not working. The upper and bottom borders are still flickering. Any ideas?
[13:43:28] <Betalord> if I do parameter.borderWidth = 1 then problem is resolved, but I don't want borders with this font
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[14:48:18] <Betalord> Tomski: however, you're wrong. The padding in PixmapPacker doesn't have anything to do how font's glyphs are rendered. I just managed to set transparency to false so that I actually see the whole glyphs that are drawn and they are still the same size, even if I set padding to 50
[14:48:33] <Betalord> I think that has to do how it is stored in the atlas
[14:48:40] <Tomski> Yes...
[14:48:42] <Betalord> I'm reopening the issue at the issue tracker
[14:48:50] <Tomski> Thats not your issue
[14:48:54] <Tomski> Thats how filtering works
[14:49:19] <Betalord> well, in order for blending in this case to work well, I need padding over glyphs
[14:49:39] <Betalord> so that letter glyphs would have a little more pixels up and down
[14:50:10] <Betalord> so when the letters are rendered, textures with padding are rendered
[14:50:19] <Betalord> this is what I was asking for in that bug tracker
[14:50:43] <Betalord> if you can add that padding, then blending will work and flicking will be gone
[14:50:50] <Betalord> you get what I mean?
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[14:51:55] <Joozey> Hi, I'm a bit clueless regarding scene2d and Actions. I got a table with an actor (another table) that I move using MoveByAction. When I resize the screen, table resets position and forgot it was moved by MoveByAction. It seems to boil down to Actor.setBounds, but I can't figure out how to fix it.
[14:52:07] <Tomski> You are simply guessing, write a self contained example as I said a few days ago
[14:52:16] <Tomski> Find out what the actual issue is, instead of guessing at wrong reasons
[14:52:42] <Tomski> Padding in pixmap packer pads between all entries in the resulting texture
[14:53:30] <mk1> first rule: never scale fonts
[14:53:53] <Betalord> oh come on, I'm not guessing, did you see the screenshot at the issue tracker? You can clearly see what the issue is there. Pixels at borders of image can't get blended since they don't have space
[14:54:14] <Tomski> Blending now?
[14:54:17] <Tomski> I thought it was filtering
[14:54:49] <Tomski> Either way, things dont blend into space around an image in a texture
[14:56:25] <mk1> I don't get it. you can easily fix this using padding
[14:56:44] <mk1> also: DON'T SCALE FONTS (and then use GL_NEAREST)
[14:58:09] <mk1> last, but not least: force font sprites to fractionless screen positions
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[15:00:39] <monsieur_h> mk1: Well, sometimes you have to
[15:03:04] <nexsoftware> Scale nothing evar
[15:03:50] <Betalord> Tomski: http://i.imgur.com/yZvaboL.png
[15:04:38] <Tomski> Thats not how it works
[15:07:34] <FrottyZ> oO
[15:08:16] <nexsoftware> O.o
[15:08:19] <nexsoftware> O.O
[15:09:51] <nexsoftware> o.O
[15:09:59] <nexsoftware> o.o
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[15:13:12] <Betalord> ok, I give up
[15:20:41] <nexsoftware> I'm not sure what the actual problem is being discussed
[15:22:28] <Tomski> Create a self contained example that you can share that reproduces your issue. Not only does that make it infinitely easier for people to help you, but you'll probably find some issues yourself along the way.
[15:28:03] <Betalord> very well, give me a few minutes
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[15:45:03] <Betalord> hm, where can I upload the font file?
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[15:47:49] <Betalord> nevermind, found filebin
[15:54:50] <Betalord> Done. This is the code:
[15:54:51] <Betalord> http://pastebin.com/7Fj2N2eE
[15:55:15] <Betalord> and this is a video of what this code draws: https://vid.me/OKmg
[15:55:49] <Betalord> Tomski, will that do it?
[15:56:29] <Tomski> Betalord: see https://github.com/libgdx/libgdx/wiki/Getting-help#executable-example-code
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[16:03:19] <Betalord> aha ok, an executable, will do
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[16:30:52] <Betalord> I'm having problems getting the test&demos running. The wiki page (https://github.com/libgdx/libgdx/wiki/Running-Tests) has instructions only for linux (and Eclipse), but I'm on windows (have eclipse though). Should I use gdx-setup.jar to generate those?
[16:31:57] <Tomski> You dont need to do that, just provide a self contained ApplicationListener/Adapter
[16:34:07] <Voltasalt_> Any plans to support GWT 2.8 now that it's out for real?
[16:37:50] <Tomski> Sure, as long as the plugins arent broken
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[16:43:55] <Betalord> Done: http://pastebin.com/rAwy0UYU
[16:45:28] <Betalord> requires the font file: http://filebin.ca/2zv31VOVKGwv/nidsans-webfont.ttf
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[16:50:47] <Betalord> actually, I simplified it to use default font now. No need to download anything. Code: http://pastebin.com/5XcWZyrv
[16:51:09] <Tomski> Betalord: right, thats just a biproduct of linear filtering
[16:51:29] <Tomski> If you area already using freetypefont generator, you should just use Nearest
[16:53:16] <Tomski> You can also try other methods of font rendering like distance fonts
[16:53:48] <Betalord> if I use nearest, then text begins to jump pixels, remember? https://vid.me/wrTM
[16:55:46] <Betalord> I wanted to use distance fonts, but can't, since Hiero doesn't run for me. I posted about it on the forums but no help so far: http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=24078
[16:56:59] <Betalord> Tomski, however, if that is a byproduct if linear filtering, then why doesn't it happen in x direction? And why does the problem dissapear if use shadowborder=1?
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[16:57:00] <Tomski> they dont jump pixels, you're just using a very tiny font
[16:57:00] <Tomski> With what font?
[16:57:31] <Betalord> with any font. In my latest pastebin, remove the line "font.getRegion().getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);" and text on the left will begin to "jump", that is, not move smoothly
[16:57:53] <Betalord> it will move on by 1 pixel at the time. Can you reproduce it?
[16:58:11] <Betalord> use this code and remove the mentioned line: http://pastebin.com/5XcWZyrv
[16:58:20] <Betalord> this should reproduce the text jumping problem
[16:58:21] <Tomski> It does happen at the sides
[17:00:12] <Betalord> it does not. Look carefully - vertically 1 line simply jumps at time, horizontally that never happens. Observe closely and you will see. Can be seen on the videos I posted as well
[17:02:15] <Tomski> It happens on the side, you just dont notice it much because there isnt a flat line
[17:02:52] <Betalord> hm, true. I just tested it with letter E and it happens on the sides as well
[17:02:55] <Tomski> That top of the 5 becomes < 1 pixel at the end the pipeline so its more noticable
[17:03:29] <Betalord> aha ok, that makes sense
[17:03:51] <Betalord> is there anything I can do, use some other filtering method?
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[17:05:26] <Betalord> perhaps some shader program that would smooth things up? Can that be done?
[17:05:28] <Tomski> Nearest, dont scale, avoid tiny fonts
[17:05:36] <Tomski> Otherwise use distance field fonts
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[17:06:25] <Betalord> Nearest is out of the question because I get that jumping text issue
[17:06:45] <Betalord> I'll try distance fonts. However, can smoothing be done with a shader?
[17:07:47] <Tomski> Thats what distance field fonts do
[17:08:48] <Tomski> That hiero error suggests you have an invalid font that is being loaded by default
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[17:10:57] <Betalord> yes
[17:11:17] <Betalord> but I don't know how to change the default font of Hiero (since it doesn't even open)
[17:11:45] <Tomski> Did you install a new font after you succesfully opened it the first time?
[17:11:52] <Betalord> nope
[17:12:10] <Betalord> I did get some errors on first run too though, it was something with the registry
[17:12:25] <Betalord> perhaps didn't hav right to write to registry, or something. Error code 5? Something like that
[17:12:30] <Betalord> but it worked
[17:12:37] <Betalord> I mean the program opened and I could do things
[17:15:51] <Betalord> could be that hiero was unable to save the last font used to registry and hence is loading some null value now?
[17:16:02] <Tomski> Probably
[17:16:29] <Betalord> do you know where in registry does it keep it's settings?
[17:17:01] <Tomski> What OS are you running?
[17:18:49] <Betalord> Windows 10
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[17:20:48] <Tomski> HKEY_CURRENT_USER\Software\JavaSoft\Prefs
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[17:22:51] <Betalord> hm, system.font key is set to /Marlett
[17:23:57] <Betalord> yep, now it works. I just removed the registry entry.
[17:24:02] <Betalord> Thanks :)
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[17:45:29] <Betalord> is it possible to generate minmaps after the texture has been generated?
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[17:47:38] <Betalord> the thing is this: I am prerendering some sprites to FBO, which creates a texture that I use later for drawing on screen. I would like to create minmaps for this texture though, but I can't pass the boolean flag to constructor since I don't create it. Here's the code: http://pastebin.com/LiXjtP1t
[17:48:48] <Betalord> so m_fbo.getColorBufferTexture() returns a TextureRegion. I have no idea how to create a minimap on that, since it's created within the FrameBuffer() constructor
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[18:10:29] <Betalord> this is how I currently solve it, but it's not nice: http://pastebin.com/mQY3wJsA
[18:11:02] <Betalord> since the Texture object is not aware of it and hence is not in sync
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[19:27:22] <zymo> how do i draw box2d lights between two map layers?
[19:28:31] <zymo> i rendered the second layer after i rendered the lights but they are still illuminating both layers
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[19:32:08] <broesl> somebody got the unit testing (http://manabreak.eu/java/2016/10/21/unittesting-libgdx.html) working? when i run a test i get a classnotfoundexception (net.bytebuddy.matcher.ElementMatcher)
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[19:47:16] <warmwaffles> heh,
[19:47:33] <warmwaffles> I usually use junit and test only core components of the game
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[22:37:18] <zymo> How do i make an array of two different types?
[22:40:34] <zymo> nvm
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   October 27, 2016  
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