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[03:43:28] <DB219> Hello *
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[03:59:37] <SuckyNoob> bonjour
[04:03:11] <SuckyNoob> nice I am watching it now thanks
[04:03:51] <SuckyNoob> There is also this British guy who does a series on every zelda game and their designs of dungeons
[04:07:57] <SuckyNoob> ah that's him
[04:08:08] <isdera> oh god I hate puzzles. I am so bad at them
[04:08:15] <SuckyNoob> BOSS Keys playlist in his channel
[04:08:33] <SuckyNoob> figuring them out or programming them?
[04:08:38] <SuckyNoob> @ isdera
[04:08:50] <isdera> playing
[04:09:10] <SuckyNoob> I like them, some have stumped me for years in some games
[04:09:27] <SuckyNoob> like Kings Quest 1 or 2? Where you have to tell the gnome his name
[04:09:38] <SuckyNoob> took me years to figure it out
[04:09:46] <SuckyNoob> which should have been so easy
[04:10:23] <isdera> haha I actually kinda of like those AGI games
[04:10:40] <isdera> but once you realize how few words it can actually recognize, it doesn't seem so magical anymore.
[04:11:30] <SuckyNoob> lol did you ever play the HUGO games
[04:13:33] <isdera> No I never did lol
[04:17:26] <SuckyNoob> ah or this one
[04:18:27] <SuckyNoob> I am pretty sure when i downloaded it to try it out I typed in some different dirty talk to Gwynevhere and she responds
[04:19:21] <SuckyNoob> i cant remember now maybe ill boot it up sometime soon and record it haha, it's funny
[04:20:33] <SuckyNoob> whatever she says could just be the answer to anything you say tho I can't really remember now
[04:25:27] <isdera> have you ever played a game called Fuck Quest?
[04:25:45] <isdera> it's an AGI game and it's hilarious
[04:28:04] <SuckyNoob> no haha
[04:28:20] <SuckyNoob> never got to play the leisure suit larry games either
[04:30:22] <SuckyNoob> lol
[04:30:28] <SuckyNoob> watching someone play it now
[04:31:09] <SuckyNoob> ridiculous
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[04:42:55] <isdera> i bet they can't even show some of it on youtube without censoring.
[04:43:16] <isdera> the end of the game, you literally control the penis with the arrow keys, and you have to push it and pull it out, and keep changing positions until.. well.. you know.
[04:56:45] <jab> Heyo
[04:56:59] <jab> Is it possible to have a viewport take up only a portion of the screen?
[04:57:58] <jab> Like, for a minimap
[04:58:08] <jab> or to cut the screen in half
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[05:32:31] <TEttinger> jab: ah, minimaps
[05:33:08] <TEttinger> yes that is very possible, I'm not sure if you want to use a viewport that also shows the regular game but smaller for a minimap
[05:34:17] <jab> i was trying to put an analogy
[05:34:28] <jab> but basically i want one half of my screen to just display the game world
[05:34:33] <jab> the other half is for other stuff
[05:34:47] <TEttinger> sure. I do that in my lame-looking squidlib demos
[05:34:53] <jab> even when setting viewport bounds it still wants to use the whol screen
[05:35:15] <TEttinger> you may need to implement resize() in your Game/ApplicationAdapter
[05:35:22] <jab> yep, have it
[05:35:35] <TEttinger> resize() gets called when you start up the window and it usually needs some viewport code if you use them
[05:35:54] <jab> yep
[05:37:18] <TEttinger> I call stage.getViewport().update(width, height, false); and then, where I have another widget that should be separate called "languageDisplay", I call
[05:37:19] <TEttinger> stage.getViewport().setScreenBounds(0, (int)languageDisplay.getHeight(), width, height - (int)languageDisplay.getHeight());
[05:38:09] <TEttinger> that splits it vertically
[05:38:40] <TEttinger> there's the upper section for stage, and another viewport renders in the lower half. it also needs to have its screenBounds set
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[06:28:08] <Agnel> Hello Everyone!
[06:28:32] <Agnel> I have a problem with particle effect rendering.
[06:30:29] <Agnel> The effect I created is playing in the background. I wanted it to play on top of an actor. I tried placing the code in order of the rendering I want but it still plays in the background. I checked on the google but there aren't any answers.
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[07:18:06] <TEttinger> hey Agnel. can you paste any code on a pastebin or gist?
[07:18:32] <TEttinger> not sure what the issue is since i don't use the libgdx particle stuff currently
[07:47:34] <Agnel> Do you have any idea how to change the layout based on the orientation of the screen?
[07:54:37] <Agnel> This is the patricle actor class I created:
[08:05:36] <TEttinger> if liverEffect should be rendered on top of mLiverBodyActor, you should add liverEffect after mLiverBodyActor
[08:05:53] <TEttinger> ^ Agnel
[08:07:49] <Agnel> yup it works. I had it backwards in my head.
[08:08:18] <TEttinger> woo
[08:11:03] <Agnel> I feel like a block head.
[08:12:33] <TEttinger> I have had similar times where there's a relatively simple solution just a few keystrokes away from working
[08:13:31] <TEttinger> this has happened more than once with Google Web Toolkit stuff, used by the HTML target for libGDX. I was very often one char away from it working in some ay
[08:13:47] <TEttinger> way, but with one char wrong it would give weird errors and fail to build
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[08:16:06] <Agnel> Thank you for helping.
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[08:22:26] <TEttinger> no problem! glad to help
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[08:43:19]
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[09:33:12] <ChaseWaylon> how do I align something within table? tried .align(Align.right); doesnt work
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[09:48:38] <ChaseWaylon> ok, table.right() worked
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[09:49:34] <ChaseWaylon> now more interesting question - how do i make this table alignment from left to right animated? :))
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[09:50:58] <[AD]Turbo> hi there
[09:53:31] <ChaseWaylon> hi
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[10:18:53] <TEttinger> hey all
[10:18:59] <TEttinger> jayhost what are you doing awake?
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[13:35:03] <Oddmonger> TEttinger: i've tried your demos, it's a delight for the roguelike amateur
[13:35:53] <Ashiren> o:
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[13:48:01] <smelc> forbid automatic boxing/unboxing in the compiler's settings
[13:48:08] <smelc> 400 errors to fix ><
[13:49:12] <[twisti]> still probably a good idea for a libgdx game
[13:49:53] <smelc> yep I agree
[13:50:13] <smelc> I had them highlighted in red in the editor
[13:50:20] <smelc> but still I was missing some possible NPEs with that
[13:50:25] <smelc> so I decided to forbid it
[13:58:42] <codi^r> wait, you can forbid this?
[14:01:36] <smelc> Eclipse's compiler has an option for that, yes
[14:04:18] <Ashiren> eclipse
[14:04:52] <smelc> you can call Eclipse's compiler from the command line too, we do that at work (within gradle)
[14:05:10] <smelc> but in that case I don't know how you specify such fine-grained options
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[14:10:01] <Tomski> Aye, you can do it with idea too
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[15:49:23] <isdera> any idea why Eclipse seems to get slower and slower the more times I compile my program?
[15:57:07] <Frotty> because eclipse
[16:01:29] <isdera> lol ok ill restart :]
[16:01:42] <Frotty> you can try cleaning caches if it persists
[16:01:55] <isdera> if I load 2 modelinstances that share the same PNG texture file, is that 1 texture bind, or 2?
[16:02:24] <Frotty> the modelloader uses the assetmanager to load the dependencies
[16:02:42] <Frotty> iirc
[16:03:19] <Frotty> or doyou mean texture binds when drawing
[16:03:35] <isdera> texture binds when drawing
[16:03:45] <Frotty> depends on your context
[16:03:52] <isdera> im playing around with GLProfilder. I have 38 texture binds somehow
[16:04:33] <Frotty> are you using the textureBinder of your context?
[16:04:45] <Frotty> and how many textures in total
[16:05:49] <isdera> I think I have about 22 textures
[16:06:45] <isdera> is that too many? it seems to run fine on Android.
[16:09:53] <Frotty> how many texture units does the device support
[16:10:02] <Frotty> that can of course be a reason for rebinds
[16:10:05] <isdera> how do I find that out?
[16:10:06] <Frotty> or not using texturebinder
[16:10:32] <isdera> GL20 has a GL_MAX_TEXTURE_IMAGE_UNITS field
[16:11:46] <Frotty> yea that's it
[16:11:55] <Frotty> depending on the device it can be as low as 8
[16:12:06] <isdera> this returns an int. is this int the actual max number of textures, or is it some kind of ID ?
[16:13:08] <Frotty> read javadoc ? ;)
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[16:14:51] <Frotty> isdera: u can use the Wrapper
[16:15:02] <Frotty> DefaultTextureBinder#getMaxTextureUnits()
[16:15:45]
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[16:16:14] <Frotty> nvm it's private, but u can copy that
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[16:51:02] <jab> Is it possible to use a monospace font to generate a square bitmap font that skin can use?
[16:51:07] <jab> I need exactly a 16x16 font
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[17:04:58] <Tomski> Frotty: u wot
[17:05:34] <jab> i have a monospace font that has size set to 16, so it's WxH is 11x16
[17:05:49] <jab> Does Hiero allow add padding that affects rendering?
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[17:06:07] <jab> say, to add 5 pixels on the width
[17:06:13] <Tomski> yes
[17:06:22] <jab> Is it padding?
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[17:13:23] <jab> it's not easy to generate a fixed size font
[17:13:43] <jab> the output when specifying mono still has width/height differences
[17:14:39] <prinova> Would like to throw an 'Hello' to all from me as new libgdx user
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[17:16:15] <Tomski> hey prinova, welcome
[17:19:36] <prinova> Thank you @Tomski
[17:19:58] <Tomski> jab: the font is not rendering properly?
[17:20:06] <Tomski> Or are you talking about the glyph sizes on texture?
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[17:21:29] <jab> glyph sizes are not correct
[17:21:49] <jab> basically i want every glyph to be 16x16
[17:21:52] <jab> no exceptions
[17:22:10] <Tomski> What font are you using?
[17:22:19] <jab> was trying to use Input Mono ttf
[17:22:58] <Tomski> Got a download?
[17:23:06] <jab> want the ttf? sure
[17:24:27] <Tomski> jab: so the text sample is what you are trying to achieve?
[17:25:29] <jab> text sample?
[17:25:57] <Frotty> Tomski: hum?
[17:28:37] <Tomski> This is correct?
[17:29:50] <jab> maybe?
[17:29:54] <jab> is it 16x16? :P
[17:30:35] <jab> i crash the opengl context when i specify a negative padding on the top
[17:32:39] <Tomski> Why is it you want fixed height?
[17:33:21] <Tomski> Would have to debug what the actual outputs are, but its not going to be square unless you hack the padding and get lucky
[17:33:26] <Tomski> (assumption)
[17:33:29] <Tomski> Frotty: er forgot
[17:34:03] <jab> Tomski: because i'm essentially doing a terminal emulator
[17:34:38] <jab> this tools crashes when i specify a negative top padding so i can't get the size i need
[17:36:35] <Tomski> jab: ok, but why do you need square glyphs?
[17:37:03] <Tomski> Or you manually positioning glyphs? Or using libgdx font rendering
[17:37:22] <jab> i have tiles that are 16x16
[17:37:41] <jab> so for consistency
[17:38:07] <jab> dwarf fortress has square fonts
[17:38:24] <jab> well, it has any size
[17:38:29] <jab> but square is common
[17:39:07] <Frotty> Tomski: :(
[17:39:19] <Tomski> Ok, you should ask TEttinger or smelc, jab
[17:39:24] <Tomski> They do related stuff
[17:39:24] <jab> yeah
[17:39:48] <Tomski> Or pastebin some code sample so i can understand what you are trying to achieve and see why its not working as you want.
[17:40:01] <jab> i think it comes down to font size
[17:40:06] <jab> the glyphs are not the correct size
[17:40:22] <smelc> TEttinger is the expert on this matter
[17:40:23] <jab> but that's a lot of manual work
[17:41:06] <smelc> personnally, I generate a lot of font size out of a .bmfc file
[17:41:12] <smelc> with bmfont (launched with wine)
[17:41:59] <smelc> and then depending on the zoom level in the game, I use a different font
[17:42:06] <smelc> I do not use distance field font
[17:42:18] <Frotty> smelc is smart
[17:42:47] <smelc> well when I started I think the support for distance field font was only starting, and I didn't want to rely on it; knowing it would be hard to have it good looking at all sizes
[17:43:11] <smelc> so some say my approach is kinda low level, but I'm confident in the result
[17:43:41] <smelc> and I use a monospace font for the grid (ascii roguelike) and another font for the text
[17:43:48] <smelc> there was no way to use a single font for both usecases
[17:44:47] <smelc> and frankly once it was working well I never changed those two fonts, coz it's hard to get good fonts
[17:48:32] <smelc> (the licenses are specified)
[17:50:01] <jab> i'm not worried about zoom
[17:50:06] <jab> at least not yet
[17:51:52] <smelc> jab> are you using SquidLib ?
[17:51:58] <smelc> or do you roll your own text grid ?
[17:52:25] <jab> i'm currently just multiplying my textures by tile size from game pos
[17:52:39] <jab> i don't feel it necessary to depend on a massive codebase for a single class
[17:53:04] <jab> since none of the other utilities really apply to my use-case
[17:53:18] <smelc> indeed, SquidLib is a crazy amount of code; you should not rely on it unless you really need a lot of it
[17:53:55] <jab> i have my tiles and size working appropriately, just fonts are the problem and scene2d ui
[17:54:51] <jab> imagine a terminal looking interface and then seeing font that doesn't fit in boxes. it's an inconsistency that doesn't look good
[17:55:08] <smelc> so you're writing over the tiles ?
[17:55:14] <smelc> writing text I mean
[17:55:51] <jab> currently using scene2d. perhaps it's doing something behind the scenes to make a 16x16 font not fit correctly
[17:56:00] <jab> but i haven't done any padding and i'm packing
[17:56:41] <jab> the difficult part is also the .fnt file gives no indication on the actual rendering sizes, you have to do some math for each tile
[17:56:53] <jab> i see glyphs that have different widths
[17:56:58] <jab> in the .fnt file
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[17:57:17] <jab> but they render consistently monospaced, just not 16x16
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[18:40:20] <abcd> Hej guys, is there a way to add a window menu to libgdx/lwjgl3 application? I just want to add file/edit menu. Some pointers would be great
[18:46:51] <abcd> Well, I meant native window menu
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[19:17:19] <Tomski> abcd: nada
[19:17:39] <Tomski> You'd have to embed lwjgl into something, like a swing/javafx frame, but thats not great.
[19:17:44] <Tomski> Better to just do it with scene2d
[19:21:47] <abcd> Tomski: Thanks. It kinda sucks. At least scene2d is pretty great
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[20:06:20] <jayhost> Tettinger ah, no I was actually asleep, valerian root and doxylamine succinate seems to help
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[20:59:12] <Emperorlou> Hey guys
[20:59:30] <Emperorlou> I'm having some trouble with blending differences between the browser/GWT deployment and a desktop deployment
[20:59:55] <Emperorlou> Initially, has anyone seen anything like this before?
[21:00:03] <Emperorlou> are there known issues?
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[21:05:04] <Tomski> Emperorlou: whats the context of how you are blending?
[21:06:49] <Emperorlou> @crokoking do you have the blending specifics handy?
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[21:12:24] <crokoking> these are the blending settings for the ship:
[21:12:35] <crokoking> 1st layer: ship with setBlendFunctionSeparate(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_ONE, GL20.GL_ZERO)
[21:12:42] <crokoking> 2nd layer: green "infected" texture with setBlendFunctionSeparate(GL20.GL_DST_ALPHA, GL20.GL_ONE_MINUS_DST_ALPHA, GL20.GL_ZERO, GL20.GL_ONE)
[21:12:52] <crokoking> 3rd layer: the ship again with setBlendFunctionSeparate(GL20.GL_DST_COLOR, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
[21:14:54] <Tomski> How are you drawing the layers? are you using an fbo?
[21:16:05] <crokoking> no, its just normal stage rendering
[21:17:36] <prinova> I'm reading the shader specs from khronos. They write to must use the version declaration of the used language, else the were treated as 1.0 Shaders.
[21:18:48] <prinova> When i use #version 300 es as declaration how compatible is it with the attribute keyword used in e.g materials
[21:19:13] <Tomski> Emperorlou: crokoking thats quite abstract. Id make a tiny demo that isolates and shows this problem. 3 sprites in a single ApplicationAdapter should be all you need
[21:26:40] <TEttinger> Emperorlou: crokoking: I have encountered some occasional weirdness when people use Pixmap and the byte[] constructor, which doesn't exist on GWT
[21:27:39] <TEttinger> sounds like this is a different thing
[21:28:47] <Tomski> prinova: strictly, yes you need to change to in/out
[21:29:00] <TEttinger> isn't there some setting in the desktop and/or GWT launcher classes that affects depth buffer and other buffers like it?
[21:29:09] <Tomski> But drivers can be more forgiving, and vendors can shim in compatibility layers so that these things can compile
[21:29:46] <Tomski> TEttinger: its probably related
[21:29:54] <Tomski> Premultiplied alpha is weird on gwt
[21:30:00] <Tomski> webgl*
[21:32:52] <crokoking> the default config turns that off on the webgl canvas
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[21:41:13] <Emperorlou> yea its weird
[21:42:23] <Emperorlou> the blending between the 1st and 2nd layer is supposed to basically "cutout" the green texture so that the texture is unaffected besides having the same alpha as the ship
[21:42:49] <Emperorlou> then we blend that cutout with the ship again to mix the ship's coloring and the green texture
[21:43:01] <Emperorlou> you can see it working properly on desktop but on the webgl side the cutout never happens
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[22:23:45] <Frotty> Tomski im suddenly getting java.lang.IllegalStateException: frame buffer couldn't be constructed: incomplete attachment even though I didn't make any changes in my project (git is clean)
[22:23:53] <Frotty> is there anything els ethat can cause this
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[22:28:56] <frederic1> hi i am trying to follow a 3d book tutorial but my bullet object flies very fast in the x direction whenever i make it use a btKineticCharacterController
[22:29:22] <frederic1> btKinematicCharacterController
[22:34:53] <Frotty> Tomski FrameBufferBuilder.addColorTextureAttachment creates an incomplete attachment
[22:35:04] <Frotty> nvm
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[22:37:51] <frederic1> looks like i fixed it after couple hours by manually seetting gravity
[22:52:41] <Frotty> yea Tomski I only commited the file once completely. no changes, yet suddenly incomplete attachment
[22:52:47] <Frotty> it is my multisamples fbo
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[22:56:37] <TEttinger> tekgeist: I know czyzby's setup includes a texture packer step
[22:56:43] <TEttinger> I'll see what it does
[22:58:39] <SuckyNoob> any recommendations on a good book to get better at logic (for programming) with use cases etc?
[22:59:45] <oseph> I'm working on a scrolling and repeating background, and my approach is via the setRegion on my sky sprite. is it OK to call setRegion over and over in render?
[23:02:15] <tekgeist> TEttinger: Thanks. I am quite confused about what has to go where. I am unsure where to put the classpath dependency, even.
[23:03:06] <Tomski> tekgeist: classpath dependency goes in the script you want to make the gradle task
[23:03:48] <Tomski> Frotty: mutli sample wat now
[23:04:34] <Tomski> tekgeist: the buildscript {} section goes at the top of any buildscript you want to register the task in. If you pastebin what you have tried i can tell you whats missing
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[23:04:44] <oseph> SuckyNoob I did see that but felt it was a little overkill for my needs. I have a single screen, and it's only the one cloud layer I want to scroll by and repeat...
[23:04:51] <Frotty> Tomski: i made a multisampled fbo so i get nice MSAA
[23:05:02] <Frotty> worked fine just a day ago
[23:05:05] <Frotty> didnt change anything
[23:05:09] <Frotty> now getting incom,pelte attachment
[23:05:27] <Frotty> i pulled new libgdx snapshots is only thing i can think of
[23:05:59] <SuckyNoob> the concepts are in there, you just need to get something to scroll past in the foreground in the cameras view
[23:06:46] <Tomski> Frotty: reboot?
[23:06:53] <SuckyNoob> the foreground concept is there and the scrolling
[23:07:03] <oseph> Ok, I'll take a minute and look into this further
[23:07:23] <Frotty> Tomski: if that solves it
[23:07:24] <Frotty> )))))
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[23:07:37] <Tomski> haha sucker
[23:08:29] <SuckyNoob> but you could probably just draw a repeating layer over the screen, or individual clouds
[23:08:50] <SuckyNoob> that appear and disappear outside the bounds of the camera, thats probably what id do
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[23:09:33] <SuckyNoob> if they are individual you can make like 10 different clouds and spawn them randomly and slide in from off camera in random positions in the sky too
[23:11:07] <tekgeist> Tomski: I am having trouble placing the classpath "com.badlogicgames.gdx:gdx-tools:$gdxVersion" entry. I can't put it under buildscript{ dependencies { classpath "com.badlogicgames.gdx:gdx-tools:$gdxVersion" because the gdxVersion is only defined under allprojects
[23:11:10] <SuckyNoob> ah wait maybe not if you have to have them persistantly moving, along with the player.
[23:11:24] <Tomski> tekgeist: hard code the version is the easiest way
[23:11:36] <tekgeist> Tomski: And when i put it below the last dependency of the desktop project i get an error.
[23:11:40] <Tomski> Or use project.ext.gdxVersion
[23:11:43] <tekgeist> ah ok. so i have to put it there?
[23:12:01] <Tomski> Those variables arent in scope in buildscript section
[23:12:07] <Tomski> which is why you can't use it
[23:12:12] <tekgeist> i tried extracting the gdxVersion from allprojects ext and added it to buildscript ext
[23:12:15] <Tomski> It has to be part of the buildsscript dependencies
[23:12:38] <tekgeist> ok. i ll try that. thanks
[23:13:08] <Frotty> Tomski nope :/
[23:13:30] <Tomski> Frotty: what is the error?
[23:14:17] <Frotty> glCheckFramebufferStatus is GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
[23:16:33] <oseph> SuckyNoob got it sorted! the culprit was that I didn't have my art properly tiled for repetition. duuurrrrrrrr
[23:16:40] <Tomski> Frotty: can ya show the config you have?
[23:16:48] <SuckyNoob> good stuff
[23:17:09] <oseph> SuckyNoob next project I try to tackled with layered bgs will definitely explore that link you sent me
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[23:17:47] <SuckyNoob> cool I haven't used that myself I just remember testing it out once
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[23:19:09] <Frotty> isMRT is true
[23:19:27] <Frotty> after glFramebufferTexture2D line 219 itrr has incomplete attachment status
[23:19:27] <Tomski> Frotty: what attachments have you made?
[23:19:50] <Frotty> the status is incomplete after 1 color texture
[23:20:03] <Frotty> but it has 3 color 1 depth i think
[23:20:18] <Frotty> albedo, normal, light, depth
[23:20:29] <Frotty> i showed screenshots of it working if u remember
[23:20:40] <Tomski> Frotty: can you replicate the issue with just 1 colour texture?
[23:22:14] <tekgeist> Tomski: Thank you! It worked! :)
[23:24:20] <Tomski> nice :)
[23:25:27] <Frotty> Tomski: no
[23:26:39] <Frotty> now it worked why i loaded later
[23:27:15] <Frotty> yea
[23:27:18] <Frotty> now it works again
[23:27:20] <Frotty> wtf
[23:27:30] <Tomski> someones telling porky pies
[23:28:12] <Frotty> oh
[23:28:16] <Frotty> I opened some windows
[23:29:10] <Frotty> I tried the shader with just 1, then went back to oroginal
[23:29:12] <Frotty> idk
[23:29:19] <Frotty> not egtting exception now
[23:29:55] <TEttinger> BDX stuff?
[23:30:35] <Frotty> not sure what you mean by that
[23:30:39] <Tomski> TEttinger: no
[23:30:45] <Tomski> Frotty: blame compiler
[23:30:51] <Frotty> :S
[23:30:59] <Frotty> dafuq
[23:34:49] <TEttinger> BDX is SolarLune's blender/libgdx hybrid
[23:34:59] <TEttinger> I thought you were using blender
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