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   October 22, 2017
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[00:03:00] <Tomski> great lemonlake
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[00:24:54] <Zta> TEttinger, How do I change the color of my 3x3 texture?  SpriteBatch.setColor?
[00:25:15] <TEttinger> that works yeah
[00:25:34] <TEttinger> if it's a white texture, it will become the color you set it to
[00:26:04] <Zta> it's white
[00:27:23] <TEttinger> it can be other sizes but IIRC 3x3 is the smallest that doesn't have occasional issues with the edge "leaking" into other textures when you use an atlas
[00:28:13] <TEttinger> so you'd setColor on the batch to gray if you want to make everything you render after that gray, then setColor(Color.WHITE) to make it normal colors again
[00:30:09] <TEttinger> the color you set on the batch is a tint, so it can either reduce the red/green/blue/alpha in the images you give it, or leave (some or all of) them unchanged. it can't increase the red, green, blue, or alpha to more than what they are in the image you give it
[00:31:22] <TEttinger> so setColor(Color.RED) will make blue and green values 0, but keep red and alpha at what they are in the image. that makes it go from bright red to darker red to black as options for colors
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[00:34:56] <Zta> Right. I'd unintentionally saved my 3x3 as greyscaled and not RGB. It didn't work =)
[00:35:38] <TEttinger> oh man I hit the same thing recently
[00:35:43] <TEttinger> it's weird
[00:36:15] <Zta> I'm currently using font.draw() to draw the text. Is there something better? I'm particularly annoyed by the flipped y axis =\
[00:36:30] <TEttinger> libGDX sorta supports Luminance and LuminanceAlpha modes for images, but shaders pretty much don't work with them, so a lot of stuff acts straneg
[00:37:20] <TEttinger> I think font.draw() is normally what you'd use. if the y-axis is flipped, I think there are ways around it
[00:38:12] <TEttinger> IIRC you sometimes need to get the descent of the font (which is how far the font goes from the bottom of a letter like 'x' to the bottom of a letter like 'g')
[00:38:22] <TEttinger> or the line height
[00:38:44] <TEttinger> I just wrap all this in other methods TBH
[00:38:45] <Zta> hmm
[00:41:51] <Zta> Maybe it's my homegrown font that behaves inappropriately.
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[00:43:06] <TEttinger> what I do is I set the color on the font, (another step you probably don't need), then run: bmpFont.draw(batch, myText, x, y - descent, width, Align.center, false);
[00:44:17] <TEttinger> the skipped step is more relevant if you want to reduce temporary String allocations. you can pass a StringBuilder instead of a String as the argument called myText there, and a StringBuilder can be changed without making a new String
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[00:44:51] <Zta> And use new GlyphLayout(font, text) to get width and height of rendered font?
[00:45:13] <TEttinger> oh right, I don't use GlyphLayout currently. let me heck
[00:45:16] <TEttinger> check
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[00:47:00] <TEttinger> so BitmapFont.draw returns a GlyphLayout, but also draws the text right then
[00:47:25] <TEttinger> there's BitmapFontCache.addText(), which creates a GlyphLayout but does not draw it immediately
[00:49:00] <Zta> I see. I don't know if I really need the size upfront. I guess it's just a convenience when drawing the background area and its shadow
[00:49:05] <TEttinger> ah ok
[00:49:41] <TEttinger> BitmapFontCache you can construct with just a BitmapFont, that's all it needs. it can be drawn with BitmapFontCache.draw()
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[01:00:29] <Zta> I need to sleep. I'll continue this tomorrow, hopefully. But thanks a lot, I'm making progress and getting to know a few new classes. Not digging any deeper into scene2d was a great relief.
[01:03:12] <TEttinger> heh, it's still good for a lot of GUI stuff
[01:03:22] <TEttinger> but for fancy layout, I don't think it's very useful
[01:03:40] <TEttinger> things moving around outside cells seem like a hard thing for it
[01:06:58] <LiquidNitrogen> i think you can set things positions fairly easily. and maybe add them to a group rather than a table
[01:07:48] <TEttinger> I dunno, I've had generally more headaches with scene2d.ui text handling than plain bitmapfont
[01:08:05] <TEttinger> weird positioning differences etc.
[01:08:36] <Zta> TEttinger: Still.. What have I done wrong here? The text is not rendered with the "glyphArea" like I expect it to. Note that the "glyphArea" appears to be draw at the correct position -- at least the position where I expect it to be: https://imgur.com/a/5zzaX
[01:09:54] <TEttinger> what's the baseline on the font?
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[01:12:14] <TEttinger> try taking out "+ font.getDescent()" in draw()
[01:12:19] <TEttinger> or changing to -
[01:12:35] <TEttinger> descent is a weird thing that every font handles differently :|
[01:13:45] <Zta> asc=1, desc=1, lineHeight=9
[01:14:40] <Zta> ok, I'll mock something together then. This is a png font I totally made up myself and I even made the fnt file myself (scripted, though) so I could be wrong =)
[01:15:31] <TEttinger> desc is usually negative, IIRC
[01:15:45] <TEttinger> let me check some of the fonts I use
[01:17:21] <TEttinger> the second line of one of my .fnt files for a font that's 12 px tall looks like
[01:17:25] <TEttinger> common lineHeight=12 base=10
[01:17:36] <TEttinger> at the start, at least, there's more after
[01:18:22] <Zta> what's base?
[01:18:56] <TEttinger> bottom of a char like 'x' or 'O', from the top of a line
[01:19:19] <TEttinger> so 'p', 'g', 'j', and so on extend below the baseline
[01:19:32] <TEttinger> the amount they do that by is called the descet
[01:19:35] <TEttinger> descent
[01:20:08] <TEttinger> let's be clear though, typographers are notorious for making up their own rules for fonts
[01:20:35] <Zta> right
[01:20:51] <Zta> Yes, I know.
[01:20:59] <Zta> ..I'm one of them now, after all =)
[01:21:16] <TEttinger> and I mean, thank god we just have to deal with bitmapfont. TTF is insane. https://glyphsapp.com/tutorials/vertical-metrics
[01:21:29] <TEttinger> yep, I have also made many a font
[01:21:31] <TEttinger> high five
[01:22:01] <LiquidNitrogen> time to return to pictographs
[01:22:30] <TEttinger> haha
[01:22:32] <TEttinger> emoji
[01:26:06] <SuckyNoob>  I think you can use bitmapfont with scene2d
[01:26:15] <SuckyNoob> pretty sure I did atleast
[01:26:22] <TEttinger> yeah, Label. but it doesn't act like normal BitmapFont
[01:26:29] <SuckyNoob> and for layouts you nest tables inside each other
[01:26:36] <SuckyNoob> and it gets really easy when u nest them
[01:26:45] <TEttinger> there's little inconsistencies that make complex text harder
[01:26:58] <SuckyNoob> what kind of text?
[01:27:04] <SuckyNoob>  or what do u mean by complex
[01:27:44] <TEttinger> positioning text with a separate background image is the easiest circumstance to notice issues
[01:36:49] <LiquidNitrogen> seems like having vector fonts made out of meshes would be pretty nice
[01:40:55] <Zta> Zz...
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[01:49:37] <LiquidNitrogen> https://magicitemtech.files.wordpress.com/2015/09/2015_09_12_screenshot_1.png this game has such a cool aesthetic
[01:50:15] <LiquidNitrogen> theres hardly any tile variation but it still looks good
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[02:11:53] <SuckyNoob> is tthat a bomberman type game LiquidNitrogen?
[02:14:16] <LiquidNitrogen> im not sure how it works. its called Operation Kreep
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[06:03:52] <FrancoGP> Hello, @Tomski are you there? whats your oppinion on this bug that affect libGDX? https://github.com/LWJGL/lwjgl3/issues/340#issuecomment-338410798
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[06:05:09] <FrancoGP> I report the problem long ago on libGDX at this issue https://github.com/libgdx/libgdx/issues/4274
[06:07:21] <FrancoGP> It seems to be a "bad" LWJGL ussage from libGDX implementation
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[08:02:19] <jayhost> gn
[08:02:39] <LiquidNitrogen> bye
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[08:17:25] <TEttinger> man, this is... just miles easier
[08:18:25] <TEttinger> I had previously tried to implement a replacement for EnumMap using the same technique EnumMap in the JDK uses. and it's stupidly difficult since a lot of what it can access is JDK-only stuff, or isn't implemented on GWT
[08:19:31] <TEttinger> but now thanks to the Magic of Inheritance (and having a sufficiently flexible class already, the impl is 31 lines
[08:19:51] <TEttinger> (including a nice toString)
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[08:56:42] <LiquidNitrogen> hello, nice to string you
[08:58:40] <TEttinger> how's it going LiquidNitrogen
[08:58:45] <TEttinger> beastly?
[08:59:57] <LiquidNitrogen> still been working outside
[09:01:00] <LiquidNitrogen> starting to get code uo tho
[09:01:12] <LiquidNitrogen> up
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[10:33:58] <lemonlake> today is optimising time!!
[10:34:18] <lemonlake> despite using instancing, performance is still pretty poor with 5 million voxels
[10:35:18] <TEttinger> uh?
[10:35:27] <TEttinger> 5 million is kinda a lot
[10:35:35] <lemonlake> yeah, thats why its time to optimise
[10:36:04] <TEttinger> most reasonable screens have no more than 2 million pixels, so they won't all be visible
[10:36:49] <TEttinger> may want to look into octrees to only render the visible areas
[10:37:09] <TEttinger> like quadtrees can be used in 2d
[10:37:13] <lemonlake> thats exactly what im gonna be doing
[10:37:24] <lemonlake> gonna be doing visleaf culling
[10:37:46] <lemonlake> possibly also LOD
[10:38:04] <lemonlake> and might optimise some of the models like floor models into planes
[10:38:52] <TEttinger> cool
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[10:51:22] <lemonlake> does libgdx have any utils for animating a float?
[10:53:11] <TEttinger> tweening, you mean?
[10:53:21] <lemonlake> yep
[10:53:27] <TEttinger> there's the interpolation class, which does part of it
[10:53:35] <lemonlake> i guess i have to keep track of time etc myself then?
[10:53:42] <TEttinger> not necessarily
[10:53:58] <TEttinger> I think Animation<T> can be used with a non-image type
[10:54:04] <lemonlake> ooo
[10:54:06] <TEttinger> (this is relatively recent)
[10:54:14] <lemonlake> im on master so should be fine
[10:54:19] <TEttinger> I think that was changed last year in 1.9.5
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[11:23:39] <lemonlake> https://shitty.download/ZYPE.mp4 what the fuck
[11:29:22] <lemonlake> https://shitty.download/paste/6J0A.java i have this code to rotate the camera around a fixed point and looking at a player
[11:29:33] <lemonlake> however its producing the results as shown in the video above
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[11:33:11] <lemonlake> ah setting the up direction fixed it
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[13:37:43] <Tomski> lookinlemonlakem
[13:37:48] <Tomski> lol what
[13:37:52] <Tomski> looking good lemonlake
[13:38:04] <lemonlake> i am flattered that you had a stroke and i was part of it
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[13:50:00] <Tomski> lemonlake: still getting segfaults?
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   October 22, 2017
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