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   March 15, 2018  
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[00:42:59] <jo_> If I screw around with GL blend modes before calling the batch.begin, will the changes stick, or do I have to find some way of changing the blending function that SpriteBatch uses?
[00:43:20] <jo_> I'm trying to do some 2D lighting and glwos.
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[01:47:47] <isdera> I think you can do either. SpriteBatch has a method "enableBlending()" and then you can call "setBlendFunction" and pass in your source and dest factors.
[02:37:37] <jab> I'm currently getting a "Class not found exception: BitmapFont" when loading a uiskin.json file
[02:37:37] <jab> Anyone know what's up?
[02:37:37] <jab> All the solutions I found online deal with pro-guard something on Android, but this is a desktop only app and does not have that file.
[02:38:07] <jab> Removing that line from the .json file just errors on the next line in the file. In this case it's Color
[02:38:29] <jab> I'm using AssetManager.load(...)
[02:43:14] <jab> Nvm
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[03:01:06] <jab> Now I have a different problem. Table has setFillParent = true, but a label doesn't change it's position regardless of any enumeration of top()/left()/bottom()/right()
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[03:04:04] <jab> It just draws itself in the center. Inexorably
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[04:28:37] <DB219> jab: for those kinds of problems I use setDebug(true, true) on the table.
[04:30:38] <jab> DB219: ended up having to use expandX/Y on the label?
[04:32:13] <DB219> Don't remember having the issue you're describing but I think I use align() instead of top/left, etc.
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[04:54:46] <TEttinger> jab: I'm not the biggest fan of the Table stuff, but all those GUI libraries are rather complex anyway
[04:54:56] <TEttinger> XAML in C# land, Qt's insanity
[04:56:18] <TEttinger> jab: you may need to update or pack() or something on the table to re-layout. it might be invalidate()
[04:56:35] <TEttinger> if nothing ever moves, the layout might not be updating
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[06:52:52] <olspookishmagusJ> THIS IS A FREENODE BREAKING NEWS ALERT!! Hitechcg AND opal ARE GOING AT IT RIGHT NOW WITH A LOT OF FIGHTING AND ARGUING WOW YOU DON'T WANT TO MISS THIS!! TYPE /JOIN ## TO SEE THE ACTION...AGAIN TYPE /JOIN ## TO SEE THE ACTION!!
[06:52:52] <olspookishmagusJ> THIS IS A FREENODE BREAKING NEWS ALERT!! Hitechcg AND opal ARE GOING AT IT RIGHT NOW WITH A LOT OF FIGHTING AND ARGUING WOW YOU DON'T WANT TO MISS THIS!! TYPE /JOIN ## TO SEE THE ACTION...AGAIN TYPE /JOIN ## TO SEE THE ACTION!!
[06:52:56] <olspookishmagusJ> olspookishmagusJ mipesom LiquidNitrogen SuckyNoob jayhost Raziel xrash taharqa zortness_ cobolfoo Megumiin Ashiren Mithrin223 codi^r Sadale TEttinger jab jwinterm thesquib kamui deniska Jonas__ mutilator james0x0A dnyy SteamWells mtsr [twisti] myke aegamesi Tomski AlHafoudh jaagr vfslasht _w0rm_ TEttinger3 [Neurotic] vincent_c bgyss Olloth hansihe theresajayne sfix jo_ LuaKT Voidburn- lemonlake book`_ bluszcz AsukaLSoryu spacekookie monsieur_h stow
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[06:53:24] <TEttinger> wow I am so excited
[06:53:27] <SuckyNoob> haha
[06:54:28] <SuckyNoob> I wonder if they are taking bets on who'll win
[06:54:49] <jayhost> ohhhh
[06:57:06] <SuckyNoob> are we supposed to know who they are? lol
[07:22:23] <jayhost> nah spammer
[07:22:49] <SuckyNoob> lol
[07:22:50] <jayhost> They just scrape the names and post em
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[08:58:20] <TEttinger> aaaa waschbar! 2 or 3 raccoons in my backyard, digging up grubs and washing their paws in the pool
[09:06:42] <Ashiren> aww
[09:09:42] <SuckyNoob> lol
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[09:25:39] <TEttinger> public static int abs(int x) { return x + (x >>= 31) ^ x; }
[09:26:18] <TEttinger> it works with no conditionals hooray
[09:28:13] <Shockah> is that faster than a standard if/ternary approach?
[09:28:44] <TEttinger> not sure yet. GWT sometimes is very bad about conditionals
[09:29:26] <TEttinger> if x is a long, it will probably be slower, because this would do math on longs and that's slow on GWT
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[09:32:37] <Ashiren> abs(Integer.MIN_VALUE); kthxbai
[09:32:55] <TEttinger> try it with Math.abs
[09:33:24] <TEttinger> same result, Ashiren
[09:33:55] <Ashiren> ;c
[09:33:56] <TEttinger> there's one more negative non-zero value than positive non-zero value
[09:34:05] <TEttinger> that is MIN_VALUE
[09:34:31] <Ashiren> so java is move negative than positive
[09:34:50] <TEttinger> numbers are
[09:35:36] <TEttinger> you could also say it has more high-significance values than low-significance ones
[09:37:35] <LiquidNitrogen> sounds like numberwang
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[09:46:11] <[AD]Turbo> ciao all
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[11:28:26] <Kruppi> Hi
[11:30:13] <LiquidNitrogen> hello
[11:30:45] <Kruppi> Is anyone around who previously realized Asset Loading via the kotlin modules ktx-async and/or ktx-asset? I'm currently comparing both modules
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[17:04:07] <arbos> anyone ever had issue with loud spikey noise when Music goes to a next song?
[17:06:34] <arbos> confusing, I use https://paste.ofcode.org/U2Yrt2AHvmB2xcMNTVUGcf to cycle my songs and it seemingly makes the spikey noise when triggering OnCompletion but not if I call musicNext() manually
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[17:40:41] <jo_> Hmm. Interesting.
[17:41:05] <jo_> I wonder if there's some waveform addition strangeness.
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[18:21:20] <arbos> do you instead put all songs into 1 file and stream that instead of of seperated... pretty sure that would fix the weird transition click but it's meh.
[18:23:00] <Tomski> whats the spikey noise sound like?
[18:23:17] <arbos> you want me to record it ;p?
[18:23:23] <Tomski> sure
[18:32:34] <arbos> hm its a bit crappy soundquality even while i tried recording with audacity straight from pc
[18:33:03] <Tomski> Or you can provide a minimal code sample that reproduces and we can run it :)
[18:33:44] <arbos> yea the code is in the link
[18:34:09] <arbos> actually I haven't tried different sound files yet but they work in any player just fine
[18:35:20] <arbos> https://drive.google.com/file/d/1QbE46gqwHeFIntrXsOIj-yj90G2GX-mC
[18:35:34] <arbos> confusing, I use https://paste.ofcode.org/U2Yrt2AHvmB2xcMNTVUGcf to cycle my songs and it seemingly makes the spikey noise when triggering OnCompletion but not if I call musicNext() manually
[18:40:15] <[twisti]> arbos: presumably, by the time it gets to onCompletion, something already happened that you dont do when calling it manually
[18:40:22] <Tomski> Right, but its not just copy pastsable ApplicationAdpater that can be run in 2 seconds. Maybe someone else will try it.
[18:40:50] <Tomski> Id probably not dispose straight away, already have next music loaded and use stop on old instance or fade it instead of dipose
[18:42:34] <arbos> that's fair, you recommend sticking to 2 music instances at most?
[18:43:11] <[twisti]> arbos: similar concept to double buffering, seems sensible
[18:45:12] <arbos> I'll work on that guys, and also good tip on ready to run snippet Tomski that would make helping easier
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[19:17:18] <royal_screwup21> I'm trying to read uiskin.json https://thepasteb.in/p/qjhLrgw3pE3UB but it's throwing this error: https://thepasteb.in/p/98hRKJ7XQWEIk how do I fix this? I've got uiskin.png in the same directory as uiskin.json
[19:19:29] <Tomski> version of libgdx?
[19:19:40] <Tomski> And what code are you using to try to load that?
[19:20:19] <royal_screwup21> new Skin(Gdx.files.internal("android/assets/uiskin.json")
[19:20:40] <Tomski> If thats the path, you should be using Gdx.files.internal("uiskin.json")
[19:20:52] <Tomski> And have your working directory set to android/assets in your run configuration
[19:21:54] <royal_screwup21> hmm I tried that and I got these errors: https://thepasteb.in/p/pghQLg68AVZhR
[19:22:20] <Tomski> Set the working directory to android/assets
[19:24:00] <royal_screwup21> I usually load textures and stuff like so: "android/assets/<stuff>" so I don't there's anything wrong with the directory location
[19:24:06] <Tomski> That is wrong
[19:24:13] <Tomski> It will break on every other platform
[19:24:16] <royal_screwup21> ah
[19:24:30] <royal_screwup21> so I need to set the working directory to that
[19:24:54] <Tomski> Its not the cause of this specific issue, but you should fix it
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[19:25:07] <Tomski> working directory should be android/assets for run config, yes
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[19:38:25] <arbos> it was fixed by adding few 10ths of a sec silence to start of the track, very strange it looks like music picks up that noise while it's track is ending (as if it loops even while it shouldn't loop)
[19:39:57] <arbos> or maybe just reprocessing the audiofiles fixed something in them, what do i know
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[21:19:19] <royal_screwup21> what exactly is the significance of the attribute "step size" in the progress bar class? I'm tinkering with a github implementation of a progressbar where the max = 1f and min = 0f. I find that if I set stepsize to anything above 0.1f, it doesn't animate, while if I set it to values below, the animation happens.
[21:21:41] <TEttinger> do you have a link to the github repo?
[21:23:51] <Ashiren> i think he means https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/ui/ProgressBar.java
[21:23:53] <Tomski> step size is the size between tsteps.
[21:24:37] <Tomski> the value of the curent progress is always rounded to the nearest step size interval
[21:29:35] <royal_screwup21> ah yes that clears it up :)
[21:34:51] <royal_screwup21> say you want a progress bar that does NOT animate
[21:35:27] <royal_screwup21> short of passing a really high value to setAnimateDuration(), how would one accomplish that?
[21:35:52] <royal_screwup21> also, it's not possible to set stepsize to 0 apparently
[21:36:25] <TEttinger> if you want a progress bar that doesn't animate, you don't want a progress bar it sounds like
[21:37:18] <royal_screwup21> yeah like I want to trigger the progress according to events other than time
[21:37:26] <royal_screwup21> progress bar*
[21:37:40] <Tomski> royal_screwup21: just directly set the value
[21:37:42] <royal_screwup21> so I basically want to change its value
[21:37:45] <royal_screwup21> ah I see
[21:38:07] <Tomski> setAnimationDuration to 0 should also probably do it
[21:40:10] <royal_screwup21> actually I tried that and it doesn't :(
[21:40:23] <royal_screwup21> the thing is, we need to set step size to something
[21:40:31] <royal_screwup21> in the constructor for progessbar
[21:41:25] <Tomski> eh?
[21:41:31] <royal_screwup21> ah never mind
[21:41:35] <Tomski> If you want it to not animate, you set animationDuration to 0
[21:41:53] <Tomski> step size just determines the granularity
[21:42:16] <royal_screwup21> so this is the code I'm looking at https://thepasteb.in/p/qjhLrgrX8DQcB
[21:43:19] <royal_screwup21> the problem is, if I set animation duration 0, the progress bar gets completely filled up
[21:43:51] <Tomski> Then your progress is complete
[21:44:02] <TEttinger> are you setting the value?
[21:44:28] <TEttinger> there's a setValue(float) method on ProgressBar
[21:45:00] <taharqa> hi o/
[21:45:05] <Tomski> hihi
[21:45:29] <taharqa> do you know if there is a gorgeous ui framework with libgdx
[21:45:36] <Tomski> Yes, scene2dui
[21:46:22] <TEttinger> mostly the requirement for a nice UI is a really good designeer
[21:46:27] <Tomski> Aye
[21:46:30] <taharqa> cool Tomski, I have an ambitious project
[21:46:56] <Tomski> If you understand Tables, you can make anything you want with scene2d
[21:47:00] <Tomski> Its very powerful
[21:47:10] <taharqa> using libgdx to provide a new kind of interface for developer in term of modelisation, code navigation, exploration
[21:47:28] <TEttinger> sounds buzzwordy
[21:47:58] <taharqa> it is innovation TEttinger
[21:48:01] <TEttinger> sounds buzzwordy
[21:48:14] <taharqa> I cannot repeat myself
[21:48:30] <TEttinger> as in General Electric's motto, "GE: Innovation"
[21:48:47] <taharqa> you won't manage to discourage me
[21:48:55] <TEttinger> I don't intend to
[21:49:13] <taharqa> I have something in mind, latter YOU will thank me
[21:49:21] <TEttinger> if you can pull whatever it is you're attempting to describe, that will be great
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[21:49:34] <TEttinger> but I don't know what you're describing because you're not using concrete terms
[21:50:03] <taharqa> because your imagination limits you
[21:50:35] <TEttinger> mmm I'd say my experience with people who can't describe a product gives me grounding
[21:50:44] * taharqa is not serious
[21:50:54] <TEttinger> thank goodness
[21:51:03] <taharqa> this is not a product yet
[21:51:26] <taharqa> just concepts, I'll be back with concret terms
[21:51:51] <taharqa> just need to go through scene2d ui
[21:52:16] <TEttinger> because my blockchain-centric PoS IoT for waterway infrastructure exchange is entering round 0 alpha funding, you don't want to miss out
[21:52:29] <taharqa> lul
[21:52:43] <TEttinger> (I've got a bridge I'd like to sell you)
[21:53:58] <TEttinger> as for code modeling, there's some good developments I've seen recently
[21:54:41] <TEttinger> https://github.com/rschmitt/dynamic-object
[21:54:46] <taharqa> yes ?
[21:54:52] <taharqa> let me have a look
[21:55:10] <taharqa> mmmh interesting
[21:55:42] <taharqa> O M G
[21:57:07] <TEttinger> it's a good model. If I were starting it from scratch I would use capsule instead of clojure's data structures, for just data
[21:57:30] <TEttinger> clojure's functions could strengthen it a lot though
[21:57:51] <taharqa> capsule ? the jar stuff ?
[21:58:08] <TEttinger> heh, it's a poorly named collections project
[21:59:29] <taharqa> it's crazy, I started years before a project that does exactly that
[21:59:59] <taharqa> but this implementation is very mature and promising
[22:02:12] <taharqa> TEttinger: you're talking about this https://github.com/usethesource/capsule
[22:02:50] <TEttinger> https://github.com/usethesource/capsule ah yes
[22:03:08] <TEttinger> there's also paguro, which is related somehow
[22:03:27] <taharqa> I was talking about this : http://www.capsule.io/
[22:03:41] <taharqa> paguro let me have look
[22:04:02] * taharqa is putting stuff on top of its todo stack
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[22:06:28] <taharqa> Do you know if they contain any graphs structures
[22:06:33] <TEttinger> https://github.com/GlenKPeterson/Paguro
[22:06:49] <TEttinger> graphs usually need to be fairly custom
[22:07:59] <taharqa> TEttinger: do you know https://github.com/goldmansachs/gs-collections
[22:08:10] <TEttinger> yes, it's an eclipse project now
[22:08:19] <taharqa> I see that now
[22:08:56] <taharqa> TEttinger: it seems you have a good java culture
[22:09:03] <Tomski> ew
[22:09:08] <TEttinger> there's been some benchmarks and gs-collecions does well, but fastutil does better
[22:09:21] <TEttinger> fastutil is 16MB of a jar though
[22:09:46] <TEttinger> koloboke is best but only handles limited collection types
[22:09:58] <TEttinger> I think only unordered hash maps and hash sets
[22:10:02] <taharqa> 16MB !
[22:10:40] <TEttinger> fastutil uses a different collection for every primitive type argument to avoid boxing
[22:10:49] <TEttinger> so there's a type for maps of int to float
[22:11:10] <TEttinger> char to double, byte to object, etc.
[22:11:45] <TEttinger> I've pulled out individual classes into my code
[22:11:52] <taharqa> perhaps they can divide their jar to be fully java9 compliant
[22:12:11] <TEttinger> it can be done with proguard IIRC
[22:12:28] <TEttinger> minimizing the thing for an app so only the used parts stay
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[22:13:12] <taharqa> mmhh
[22:14:26] <taharqa> let me get back to dynamic-object then scene2d ui
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[22:17:30] <TEttinger> I think paguro may be more recently updated
[22:17:34] <TEttinger> they do the same thing
[22:24:18] <TEttinger> paguro doesn't use primitives much if at all, which means it can't be quite as fast even when fully optimized
[22:25:10] <taharqa> dynamic-object purpose was really seamless interaction with clojure.
[22:25:32] <TEttinger> it only got that recently, but I could see that being a goal
[22:25:46] <TEttinger> I think clojure does describe data well
[22:26:09] <taharqa> « The goal of DynamicObject is to bridge the gap between the two languages and retain the advantages of both. »
[22:26:43] <TEttinger> right, it just had a bunch of releases before it could interop with clojure
[22:26:47] <TEttinger> paguro may be similar
[22:26:50] <taharqa> that said, I prefer this approach than lombok one annotation orientated
[22:27:09] <taharqa> ok the clojure approach was late
[22:27:44] <TEttinger> oh man, lombok... it's so cool but it is very fragile, if java's internal annotation stuff changes it will stop working
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[22:28:32] <TEttinger> I've tried to get an extension to lombok to work but it needs an old lombok that doesn't work in modern IDEs
[22:28:46] <Tomski> Isnt that the extensions fault?
[22:28:50] <TEttinger> yes
[22:29:04] <Tomski> What was the extension?
[22:30:11] <TEttinger> https://github.com/peichhorn/lombok-pg
[22:30:21] <TEttinger> I think I wanted the extension method stuff
[22:30:49] <Tomski> Oof not been updated in a bit
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[22:34:37] <ryanastout> is there a downside to not using any padding when doing texture packing?
[22:35:44] <Tomski> There is potential for you to sample part of the texture you didnt intend to
[22:36:48] <Tomski> If you use a filter like linear, you will be sampling from neighbouring pixels on your edges, which may result in strange edges
[22:37:17] <Tomski> Thats a common issue that comes up when rendering tiles
[22:37:19] <ryanastout> does that only occur if my uv coords go outside the sub-image?
[22:37:45] <Tomski> If you have some floating point problem, yes
[22:37:55] <Tomski> But filtering will go outside
[22:38:32] <ryanastout> like if I have one image that's pixels 0-3,0-3 and another that's pixels 4-7,0-3
[22:38:50] <Tomski> 0-3 what?
[22:39:21] <ryanastout> if my first image is a 4x4 and its pixels are 0 through 3 for u and 0 through 3 for v
[22:39:39] <ryanastout> and my second images is 4x4 and its pixels are 4-7 for u and 0-3 for
[22:40:09] <Tomski> 4-7?
[22:40:11] <ryanastout> if I give a uv of (.5, .5), are you saying that that texel fetch will sample for 2 pixels in teh second image?
[22:40:27] <Tomski> uvs are normalized
[22:40:29] <ryanastout> "-" should be interpreted as "through"
[22:40:39] <ryanastout> right, i said uv of (.5, .5)
[22:41:00] <ryanastout> I'm trying to give a specific example to see if I understand you correctly
[22:41:11] <Tomski> I dont understand your 4-7, 0-3
[22:41:22] <ryanastout> "-" should be interpreted to mean "through"
[22:41:34] <Tomski> Yeah, still dont know what you are getting at
[22:41:39] <ryanastout> image I have 2 images which are both 4x4
[22:41:52] <ryanastout> packed into a single 8x4 texture
[22:41:55] <Tomski> You mean you have two images packed in one texture?
[22:42:00] <ryanastout> yes
[22:42:03] <Tomski> right
[22:42:07] <ryanastout> and imagine there's 0 padding
[22:42:16] <Tomski> well .5, .5 would be at texel coordinate 4,4
[22:43:11] <ryanastout> it would be at the boundary of the 3 and 4 pixels in the horizontal direction and between 1 and 2 in the vertical direction
[22:43:36] <Tomski> at coordinate 4,4
[22:43:43] <Tomski> It would between the 4th and 5th pixel in horizontal
[22:43:49] <ryanastout> this is 8x4, not 8x8
[22:43:57] <Tomski> Then it would be 4,2
[22:44:00] <ryanastout> and I was using 0-based indexing
[22:44:09] <Tomski> So am i
[22:44:10] <Tomski> 4,2
[22:44:29] <Tomski> 1st pixel is at 0,0
[22:44:32] <Tomski> texel*
[22:44:55] <ryanastout> the pixels are numbered 0, 1, 2,3,4,5,6,7. So 1 is at the end of the 7th pixel, not the 8th
[22:45:08] <Tomski> Yes, their coordinates
[22:45:19] <Tomski> You are counting them in your statement
[22:45:30] <Tomski> So lets just use coordinates so its not confusing
[22:45:49] <Tomski> .5,.5 is at 4,2 in texel coordinates
[22:46:23] <ryanastout> so the thing I think you're saying is that pixel at index 3 and the pixel at index 4 will get linearly blended if I don't use padding
[22:46:24] <ryanastout> ?
[22:46:46] <TEttinger> yeah, they definitely will
[22:47:05] <TEttinger> with nearest, maybe not, big maybe
[22:47:39] <TEttinger> with other filtering, if there's no padding the nearby tiles in the atlas will bleed over
[22:47:44] <Tomski> Nearest should give you a per pixel copy if you have aligned texels over screen pixels
[22:48:25] <ryanastout> nearest doesn't I'm almost certain as long as the floating point is accurate (I tried that already)
[22:48:35] <ryanastout> but with linear blending, how does the padding help?
[22:48:47] <ryanastout> isn't there still a pixel that just has alpha of 0?
[22:48:50] <Tomski> nearest doesnt what?
[22:48:52] <TEttinger> Tomski: and also assuming that floating point precision is holding up if the coordinates aren't too huge
[22:49:04] <Tomski> Yeah, which is generally fine unless you use wrap modes
[22:49:17] <Tomski> Or doing some really low floats in ya fragment shader
[22:49:27] <Tomski> ryanastout: it hides the artifacts
[22:49:32] <Tomski> depends on the blend mode you use
[22:49:43] <Tomski> If you use normal alpha blending, you generally also duplicate padding
[22:49:48] <ryanastout> so blending will still occur even with the padding, but you're saying it looks better?
[22:49:52] <Tomski> So when you do outstep your uv range, you sample identical pixels
[22:49:56] <Tomski> And it doesnt look strange
[22:49:59] <TEttinger> blending with totally clear is like not blending with anything
[22:50:10] <Tomski> With other kind of blending, you just hit transprent pixels and it doesnt effect final blend
[22:50:16] <TEttinger> blending with bright red will be like blending with a blender
[22:50:26] <Tomski> it depends on the transparent pixel and blend mode
[22:50:45] <Tomski> 0,0,0,0 pixel can still effect interpolation
[22:50:49] <ryanastout> I thought it was straight bilinear interpolation of all 4 coordinates
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[22:51:18] <ryanastout> so that would still affect what color the fragment ends up; it's just that it's less noticeable with the padding?
[22:51:32] <Tomski> linear would still sample multiple and interpolate, yes
[22:51:51] <ryanastout> what does libgdx's texture packer use for padding? (0,0,0,0)?
[22:51:52] <Tomski> You just dont see the more obvious errors on edges
[22:52:02] <Tomski> Its configurable
[22:52:17] <TEttinger> ryanastout: are your textures actually 8 pixels by 4 pixels? I'm curious if linear would blur those badly
[22:52:37] <TEttinger> I think the default is padding = 2
[22:52:56] <TEttinger> wiki has it, uh...
[22:53:02] <ryanastout> https://github.com/libgdx/libgdx/wiki/Texture-packer maybe Im' missing what its configured at
[22:53:23] <ryanastout> default padding is 2, i didn't see what color. No, I don't have any 8x4 images
[22:53:52] <TEttinger> color is transparent for padding
[22:54:22] <ryanastout> looks like there's a duplicatePadding
[22:54:51] <ryanastout> transparent isn't a color :P (as in it doesn't say what RGB are, and those do have an impact on the blending If I understand correctly)
[22:55:00] <TEttinger> ohhh
[22:55:12] <TEttinger> I think bleed setting affects it
[22:55:14] <ryanastout> looks like bleed
[22:55:16] <ryanastout> yeah
[22:55:22] <TEttinger> it isn't one color if bleed is true
[22:56:02] <Tomski> ryanastout: ah i think its only freetype, because colour doesnt really make sense for regular TexturePacker
[22:56:07] <Tomski> (one single colour that is)
[22:56:55] <ryanastout> is there a standard recommendation for how much padding to use if I want to use mip maps ? I was hoping to pack some textures I apply to some 3d models
[22:58:10] <Tomski> Yeah, texture packer is 0,0,0,0
[22:58:22] <Tomski> I use 2 for pretty much everything
[22:58:26] <Tomski> never had a problem there
[22:59:36] <ryanastout> oh, cool. Do you pack your diffuse textures for 3d models and then just generate mipmaps with the opengl call?
[22:59:44] <Tomski> Yeah
[23:00:24] <Tomski> Well, if i use atlases, libgdx handles mip map generation
[23:00:28] <TEttinger> in case you're wondering more on bleed, duplicatePadding affects it too https://github.com/libgdx/libgdx/blob/master/extensions/gdx-tools/src/com/badlogic/gdx/tools/texturepacker/TexturePacker.java#L198-L271
[23:00:31] <Tomski> If im doing 3d stuff i generally do it manually
[23:00:32] <ryanastout> if you made, say 3 mip map levels, does that "get rid" of the padding?
[23:01:04] <ryanastout> but you don't notice because you only see the 3rd (1/8th size) mip map when the object is far away?
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[23:07:01] <Tomski> ryanastout: you can potentially get outside your barrier of bleed/duplicate paddding at the low levels of mip maps
[23:07:18] <Tomski> if your texture is massive, 2 may not be enough. would have to experiement
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[23:15:23] <ryanastout> sure
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   March 15, 2018  
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