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[08:35:35] <LiquidNitrogen> ahh, silence.
[08:40:16] <TEttinger> heh
[08:40:29] <TEttinger> cat on my lap
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[08:45:57] <LiquidNitrogen> eating burritos
[08:46:24] <Ashiren> aww
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[09:07:33] <ChaseWaylon> why clicked() doesnt work if it is in same clicklistener with touchDown or touchUp ?
[09:15:23] <Tomski> pastebin your code
[09:21:02] <Ashiren> what if you return false in touchDown?
[09:21:43] <ChaseWaylon> still doesnt work
[09:23:28] <ChaseWaylon> clicked() works ok if i put it in a separate ClickListener
[09:23:40] <ChaseWaylon> but I don't understand why
[09:24:31] <Tomski> you are intercepting the event
[09:25:36] <Tomski> By overriding the touchDown and touchUp methods, and not callig super you will never get a clicked event
[09:25:54] <Tomski> ClickListener handles logic for determining a click, but you have overriden that.
[09:26:43] <ChaseWaylon> aaah thanks
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[09:42:13] <[AD]Turbo> ciao all
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[09:52:56] <Kruppi> hi
[09:53:47] <Kruppi> I'm trying to use unit tests, but apparently something's wrong with my project when I try to utilise GdxTestRunner by tomgrill. Has anyone had this error before: Couldn't load shared library 'gdx64.dll' for target: Windows 10, 64-bit ?
[09:56:03] <Tomski> You dont have the natives on your classpath
[09:56:08] <Tomski> Or your runner isnt loading them properly
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[10:29:48] <ChaseWaylon> how can I cancel a clicked() event ? for example, a button was pressed, but I want to cancel so clicked won't fire when i release the btn
[10:31:49] <ChaseWaylon> other than simple if (cancel != true) { do actions after clicked }
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[10:33:55] <mduSenthil> In mac OS, game runs at 60 fps in windowed mode but drops to 30-10 fps in fullscreen mode. What could be the issue?
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[10:39:35] <ChaseWaylon> ignore my question. figured it out.
[10:39:37] <ChaseWaylon> :)
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[10:41:57] <LiquidNitrogen> mduSenthil: is it because the full screen mode is higher resolution than the window and is drawing more? thats a steep drop.
[10:44:16] <Tomski> The difference between 30 and 10 is greater than the difference between 60 and 30.
[10:44:29] <Tomski> Thats a huge fluctuation to have
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[12:49:04] <mduSenthil> How to fix this? I don't know what to do. Am I doing anything wrong? @Tomski @LiquidNitrogen
[12:49:40] <Tomski> In windowed mode, resize your window and take note of fps
[12:50:05] <Tomski> If you see no real difference, start using GLProfiler
[12:59:46] <mduSenthil> in windowed mode it is 60 fps
[12:59:47] <mduSenthil> solid
[13:00:05] <mduSenthil> only in fullscreen mode it drop to 30.
[13:00:50] <LiquidNitrogen> is that only on mac, or windows too?
[13:01:50] <mduSenthil> didn't test it on windows. will test in windows and let you know
[13:01:55] <mduSenthil> but in mac for sure.
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[13:03:36] <LiquidNitrogen> its usually the opposite for me.. anything full screen runs great, and windowed mode quite often not so smooth
[13:04:20] <mduSenthil> in windows it is working fine.
[13:04:27] <mduSenthil> only in mac it seems
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[13:08:17] <LiquidNitrogen> nice. partial solution
[13:09:07] <mduSenthil> :)
[13:09:59] <mduSenthil> any idea how to fix. or is it a known issue in mac.
[13:10:08] <mduSenthil> Any configuration is needed?
[13:10:16] <LiquidNitrogen> maybe check if the fullscreen resolution is really high, or high dpi perhaps? i dont have any other ideas, and know nothing about macs
[13:13:57] <LiquidNitrogen> hm.. sometimes i get really bad framerate in full screen when i plug in my external monitor.. something related to the monitor / driver perhaps.
[13:14:38] <LiquidNitrogen> i have 2 monitors the same, one of them does bad frame rate, the other doesnt lol.
[13:15:55] <Tomski> drops to 30
[13:16:05] <Tomski> Or drops between 10 and 30
[13:16:09] <Tomski> its quite a difference
[13:16:18] <Tomski> If it drops to 30 exactly, sounds like vsync
[13:19:36] <mduSenthil> initially 30
[13:19:38] <mduSenthil> then 20
[13:19:57] <mduSenthil> it fluctuates sometimes freezes
[13:20:18] <mduSenthil> vsync option is set to true
[13:21:53] <mduSenthil> 20 to 30 fps
[13:22:12] <mduSenthil> sometimes freezes for few second when fps goes to extreme low.
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[13:25:49] <Tomski> Disable vsync options, see what fps you get
[13:29:24] <mduSenthil> 30 to 40 fps somtimes it drops to 10
[13:30:50] <Tomski> use GLProfiler, get the stats of what your game is currently doing
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[13:31:48] <mduSenthil> ok fine.
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[14:10:45] <Tomski> What are you printing in vertex count?
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[14:22:07] <mduSenthil> glProfiler.getVertexCount().count
[14:25:33] <Tomski> you want total
[14:26:33] <mduSenthil> yes
[14:34:49] <Tomski> So what is the total?
[14:35:09] <Frotty> mduSenthil: we means, you want to use .total not .count
[14:57:38] <mduSenthil> oh.. sorry
[14:57:42] <mduSenthil> will use it.
[14:58:02] <mduSenthil> Actually the problem is vsync i believe.
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[14:58:41] <mduSenthil> I have rewritten all the configs. after setting vsync to false problem goes away.
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[15:12:25] <nobie> Hello, does any know why pixmap.drawPixel( col, row, color ) doesn't work properly unless alpha is set to one?
[15:13:10] <Tomski> define work properly
[15:13:31] <nobie> I tried this code and the result for pixmap.getPixel() is somewhat random
[15:13:36] <nobie> pixmap.drawPixel( col, row, (9 << 16) + 250);
[15:13:52] <nobie> unless I go like this pixmap.drawPixel( col, row, (9 << 16) + 255);
[15:14:13] <Tomski> What are you expecting to happen
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[15:14:45] <nobie> it seem unless the first 8 bits is all one, I get random result when calling pixmap.getPixel()
[15:15:07] <nobie> is there a setting that I missed somewhere?
[15:15:09] <Tomski> It wont be random
[15:15:22] <Tomski> Default behavior is alpha blending when drawing pixels with pixmap, so that could be what you are seeing
[15:15:35] <Tomski> If you are expecting to "set" the pixel to that colour
[15:15:41] <Tomski> that wont happen unless you disable blending
[15:16:21] <nobie> this is what I got 524543 : 590074 when enter pixmap.drawPixel( col, row, (9 << 16) + 250)
[15:16:44] <Kruppi> Is there any library that enhances support for 9patch beyond the very basic stretch?
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[15:24:50] <nobie> this is the code I used and always get random result
[15:28:05] <Tomski> Thats blending
[15:28:34] <Tomski> If you read the int back into colour channels, you will see that
[15:29:49] <nobie> you mean something like this? Color color = new Color (pixmap.getPixel())
[15:30:14] <Tomski> yes
[15:40:05] <nobie> I am trying to write data to texture and pass it to glsl for use, do you know how to turn off blending so that I can get the exact value that I put in?
[15:40:29] <nobie> I tried pixmap.setBlending( Pixmap.Blending.None ); but still doesn't get the exact value I am looking for
[15:45:11] <Tomski> It does
[15:46:25] <nobie> the values are always slightly off
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[15:46:52] <nobie> 5209343 : 5209098 13849855 : 13849742 7957503 : 7957398 7028223 : 7028000
[15:47:03] <Tomski> run that
[15:52:23] <nobie> 218fea = 2199530, System.out.println( pixmap.getPixel(0, 0) + " : " + 2199530); -> 563079935 : 2199530
[15:53:17] <nobie> thanks, for you help anyway
[15:53:28] <Tomski> You'll need to provide code samples
[15:53:41] <Tomski> Run my test as is, you should see the same values in and out
[15:55:56] <nobie> I think i miss understand you somewhere, but the result I got is not the same
[15:56:04] <Tomski> Did you run my code exactly how it is?
[15:56:04] <nobie> System.out.println( readColour.toIntBits() + " : " + 2199530); -> -1405151 : 2199530
[15:56:09] <Tomski> Thats not my code
[15:56:10] <nobie> yes
[15:56:19] <Tomski> You should see identical hex
[15:56:44] <Tomski> You are calling toIntBits(), that is not RGBA888
[15:57:02] <nobie> so, what should I call?
[15:57:14] <Tomski> My code shows you the exact result
[15:57:36] <Tomski> I dont know what you are trying to do other than that. It writes a colour, reads the colour and compares to original. They are the same
[15:58:28] <Tomski> toIntBits is ABGR8888, so if you are comparing that to an int encoded via RGBA8888 they wont match
[15:59:10] <nobie> I am trying to read the value back from the pixmap, they have to be exact in Integer format, otherwise I can't use it
[15:59:39] <nobie> as I stated before when I used Pixmap.Blending.None I still don't get the same value I put in
[15:59:41] <Tomski> Then keep the format the same.
[16:00:03] <Tomski> You are using RGBA888 in one, and ABGR8888 in the other
[16:00:42] <nobie> oh?
[16:01:33] <nobie> ah, my mistake
[16:01:40] <nobie> thanks for pointing that out
[16:02:10] <nobie> I was messing around with RGBA8888 and RGB888 before
[16:02:43] <nobie> that seem to solve my problem, thanks a lot
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[17:19:04] <oseph> I'm using box2d i'm having a hard time removing objects + bodies after collisions. i gather it's probably because i'm trying to remove from array while iterating...
[17:20:07] <oseph> I get a java.util.ConcurrentModificationException, btw. any leads on how to properly remove bodies/objects?
[17:21:54] <Tomski> Use an iterator
[17:21:58] <Tomski> Or a temporary array
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[17:28:24] <mduSenthil> in the first iteration mark the objects to be removed. in the second iteration remove the marked objects.
[17:30:39] <oseph> oo! got it working, thanks guys. here's the result:
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[17:31:15] <oseph> added the removeIf() at the end. kotlin made that easy! ^_^
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[17:32:20] <oseph> unless there's a more efficient way?
[17:35:50] <Tomski> depends on your data structure
[17:36:00] <Tomski> But probably not, unless removeIF has a strange implementation
[17:36:49] <oseph> Data structure is just a simple ol' ArrayList
[17:37:05] <oseph> doesn't seem to be any perfomance issues, so I'll just go with it
[17:38:53] <Tomski> You'll be generating garbage
[17:39:08] <Tomski> Which is something you should avoid on mobile platforms
[17:43:49] <oseph> yeah, seems I am. with box2d debug renderer turned on I'm seeing some bodies that should have been destroyed ...
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[18:02:42] <grim001> created a little gallery of HDR screenshots, with the ability to apply one of 10 different tone mapping operators on the fly. very educational
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[18:31:06] <jayhost> neat
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[20:19:47] <wickedshell> Does LibGDX run on ARMv8? (Not under android, but just Linux Arm machines using lwjgl)
[20:20:23] <wickedshell> I'm guessing that is a use case that is of intrest to most, but just wondering
[20:21:31] <jayhost> Yeah
[20:23:32] <jayhost> Maybe I don't understand obstacles of Armv8 but the last time someone asked about embedded I think it has been done
[20:24:27] <Frotty> maybe you dont understand lessons of life
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[20:26:15] <jayhost> Frotty teach me your ways
[20:29:58] <wickedshell> jayhost, thanks. That confirms the basic assumption that it doesn't just work out of the box :) Willl have to make some time oneday to chase it further
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[20:54:05] <Tomski> wickedshell: aye not out of box, but there is a simple patch to lwjgl
[20:54:59] <Tomski> (lwjgl2)
[20:55:25] <Frotty> aye captn
[20:55:34] <wickedshell> Tomski, ah lwjgl2 only not 3? :/ I forget why I needed 3, but that might stop me right there
[20:55:50] <Frotty> M.S. Tomtanic
[20:56:06] <Tomski> all hands on deck
[20:56:16] <Tomski> lwjgl3 was meant to have official support
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[21:01:01] <wickedshell> Tomski, argh, that looks like a mess still...
[21:02:44] <Frotty> Tomski: versions.html still broken
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[22:11:10] <Tomski> Frotty: nah
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[22:26:36] <Frotty> Tomski: noice
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