LibGDX Assets dependencies reduce progress The Next CEO of Stack OverflowLoading assets in libgdx (clojure)libgdx game process dies on loading texture atlasesDoes Libgdx AssetManager construct a new object every time the get method is called?TextureAtlas and Skin libgdxTrouble with loading assets libgdxLibgdx - Couldn't load dependencies of assetLibGDX - Couldn't load dependencies of FreetypeFont assetLibgdx + Glide - Couldn't load dependencies of assetLibgdx multiple language assetsBundle assets with libGDX dependency

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LibGDX Assets dependencies reduce progress



The Next CEO of Stack OverflowLoading assets in libgdx (clojure)libgdx game process dies on loading texture atlasesDoes Libgdx AssetManager construct a new object every time the get method is called?TextureAtlas and Skin libgdxTrouble with loading assets libgdxLibgdx - Couldn't load dependencies of assetLibGDX - Couldn't load dependencies of FreetypeFont assetLibgdx + Glide - Couldn't load dependencies of assetLibgdx multiple language assetsBundle assets with libGDX dependency










1















It's more of a general question about the framework itself (specifically, AssetManager) rather than a question about the code.



I've been working on a custom loader to cache the outline effect for my texture atlases when I noticed that the progress bar in the loading state of my game dropping percentage at some point. It was my loader which required dependencies to be loaded: a base atlas and a shader (and also another atlas for depth texture).



My loader looks generally like this (in Kotlin):



class OutlineLoader(
resolver: FileHandleResolver
) : AsynchronousAssetLoader<OutlineAtlas, OutlineLoader.Parameter>(resolver)
override fun loadSync(manager: AssetManager, name: String,
file: FileHandle, params: Parameter): OutlineAtlas
val sourceAtlas = assetManager.get<TextureAtlas>(name)
val depthAtlas = assetManager.get<TextureAtlas>(params.depth)
val shader = assetManager.get<ShaderProgram>(params.shader)

return OutlineAtlas(sourceAtlas, depthAtlas, shader)


override fun getDependencies(name: String, file: FileHandle,
params: Parameter) =
Array<AssetDescriptor<*>>().also array ->
listOf(
AssetDescriptor(name, TextureAtlas::class.java),
AssetDescriptor(params.depth, TextureAtlas::class.java),
AssetDescriptor(params.shader, ShaderProgram::class.java)
).forEach(array::add)



...



So, I'm queueing some assets and later use them. AssetManager's Logger output confirm it. Yet the progress goes to 25%, then to 20%; to 60%, then to 33%. I inserted debug-print statement to watch loading progress after every assetManager.update() call, and it's something like this:



[AssetManager] Queued: sprites/sprites.atlas, foo.bar.OutlineAtlas
[AssetManager] Loading: sprites/sprites.atlas, foo.bar.OutlineAtlas
[DEBUG] Loading: 0%
[AssetManager] Loading dependency: sprites/sprites.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[AssetManager] Loading dependency: sprites/depth.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[AssetManager] Loading dependency: shader/depth.frag, com.badlogic.gdx.graphics.glutils.ShaderProgram
[DEBUG] Loading: 0%
[AssetManager] Loaded: 20.16505ms shader/depth.frag, com.badlogic.gdx.graphics.glutils.ShaderProgram
[DEBUG] Loading: 25%
[AssetManager] Loading dependency: sprites/depth.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 20%
[AssetManager] Loaded: 20.56412ms sprites/depth.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 40%
[AssetManager] Loaded: 85.70349ms sprites/depth.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[DEBUG] Loading: 60%
[AssetManager] Loading dependency: sprites/sprites.png, com.badlogic.gdx.graphics.Texture
[AssetManager] Loading dependency: sprites/sprites2.png, com.badlogic.gdx.graphics.Texture
[AssetManager] Loading dependency: sprites/sprites3.png, com.badlogic.gdx.graphics.Texture
[AssetManager] Loading dependency: sprites/sprites4.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 33%
[AssetManager] Loaded: 72.27248ms sprites/sprites4.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 44%
[AssetManager] Loaded: 116.72272ms sprites/sprites3.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 56%
[AssetManager] Loaded: 165.29959ms sprites/sprites2.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 67%
[AssetManager] Loaded: 237.17233ms sprites/sprites.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 78%
[AssetManager] Loaded: 341.5768ms sprites/sprites.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[DEBUG] Loading: 89%
[AssetManager] Loaded: 405.7238ms sprites/sprites.atlas, foo.bar.OutlineAtlas


Searching in the sources, I can't understand whether this is intentional or am I blindly doing something stupid ? (I also did not succed finding something about the topic in the wiki).



EDIT: Debug-print statements looks this way:



if (!assetManager.update()) 
val progress = "$assetManager.progress * 100f%"
Gdx.app.debug("[DEBUG]", progress)
else ...


Which is just AssetManager.getProgress() in Java.










share|improve this question
























  • Show how you calculate the percentage

    – icarumbas
    Mar 22 at 22:05






  • 1





    @icarumbas I edited the question. I don't actually calculate anything, hence the question about AssetManager itself.

    – barsoosayque
    Mar 23 at 8:28















1















It's more of a general question about the framework itself (specifically, AssetManager) rather than a question about the code.



I've been working on a custom loader to cache the outline effect for my texture atlases when I noticed that the progress bar in the loading state of my game dropping percentage at some point. It was my loader which required dependencies to be loaded: a base atlas and a shader (and also another atlas for depth texture).



My loader looks generally like this (in Kotlin):



class OutlineLoader(
resolver: FileHandleResolver
) : AsynchronousAssetLoader<OutlineAtlas, OutlineLoader.Parameter>(resolver)
override fun loadSync(manager: AssetManager, name: String,
file: FileHandle, params: Parameter): OutlineAtlas
val sourceAtlas = assetManager.get<TextureAtlas>(name)
val depthAtlas = assetManager.get<TextureAtlas>(params.depth)
val shader = assetManager.get<ShaderProgram>(params.shader)

return OutlineAtlas(sourceAtlas, depthAtlas, shader)


override fun getDependencies(name: String, file: FileHandle,
params: Parameter) =
Array<AssetDescriptor<*>>().also array ->
listOf(
AssetDescriptor(name, TextureAtlas::class.java),
AssetDescriptor(params.depth, TextureAtlas::class.java),
AssetDescriptor(params.shader, ShaderProgram::class.java)
).forEach(array::add)



...



So, I'm queueing some assets and later use them. AssetManager's Logger output confirm it. Yet the progress goes to 25%, then to 20%; to 60%, then to 33%. I inserted debug-print statement to watch loading progress after every assetManager.update() call, and it's something like this:



[AssetManager] Queued: sprites/sprites.atlas, foo.bar.OutlineAtlas
[AssetManager] Loading: sprites/sprites.atlas, foo.bar.OutlineAtlas
[DEBUG] Loading: 0%
[AssetManager] Loading dependency: sprites/sprites.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[AssetManager] Loading dependency: sprites/depth.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[AssetManager] Loading dependency: shader/depth.frag, com.badlogic.gdx.graphics.glutils.ShaderProgram
[DEBUG] Loading: 0%
[AssetManager] Loaded: 20.16505ms shader/depth.frag, com.badlogic.gdx.graphics.glutils.ShaderProgram
[DEBUG] Loading: 25%
[AssetManager] Loading dependency: sprites/depth.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 20%
[AssetManager] Loaded: 20.56412ms sprites/depth.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 40%
[AssetManager] Loaded: 85.70349ms sprites/depth.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[DEBUG] Loading: 60%
[AssetManager] Loading dependency: sprites/sprites.png, com.badlogic.gdx.graphics.Texture
[AssetManager] Loading dependency: sprites/sprites2.png, com.badlogic.gdx.graphics.Texture
[AssetManager] Loading dependency: sprites/sprites3.png, com.badlogic.gdx.graphics.Texture
[AssetManager] Loading dependency: sprites/sprites4.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 33%
[AssetManager] Loaded: 72.27248ms sprites/sprites4.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 44%
[AssetManager] Loaded: 116.72272ms sprites/sprites3.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 56%
[AssetManager] Loaded: 165.29959ms sprites/sprites2.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 67%
[AssetManager] Loaded: 237.17233ms sprites/sprites.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 78%
[AssetManager] Loaded: 341.5768ms sprites/sprites.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[DEBUG] Loading: 89%
[AssetManager] Loaded: 405.7238ms sprites/sprites.atlas, foo.bar.OutlineAtlas


Searching in the sources, I can't understand whether this is intentional or am I blindly doing something stupid ? (I also did not succed finding something about the topic in the wiki).



EDIT: Debug-print statements looks this way:



if (!assetManager.update()) 
val progress = "$assetManager.progress * 100f%"
Gdx.app.debug("[DEBUG]", progress)
else ...


Which is just AssetManager.getProgress() in Java.










share|improve this question
























  • Show how you calculate the percentage

    – icarumbas
    Mar 22 at 22:05






  • 1





    @icarumbas I edited the question. I don't actually calculate anything, hence the question about AssetManager itself.

    – barsoosayque
    Mar 23 at 8:28













1












1








1








It's more of a general question about the framework itself (specifically, AssetManager) rather than a question about the code.



I've been working on a custom loader to cache the outline effect for my texture atlases when I noticed that the progress bar in the loading state of my game dropping percentage at some point. It was my loader which required dependencies to be loaded: a base atlas and a shader (and also another atlas for depth texture).



My loader looks generally like this (in Kotlin):



class OutlineLoader(
resolver: FileHandleResolver
) : AsynchronousAssetLoader<OutlineAtlas, OutlineLoader.Parameter>(resolver)
override fun loadSync(manager: AssetManager, name: String,
file: FileHandle, params: Parameter): OutlineAtlas
val sourceAtlas = assetManager.get<TextureAtlas>(name)
val depthAtlas = assetManager.get<TextureAtlas>(params.depth)
val shader = assetManager.get<ShaderProgram>(params.shader)

return OutlineAtlas(sourceAtlas, depthAtlas, shader)


override fun getDependencies(name: String, file: FileHandle,
params: Parameter) =
Array<AssetDescriptor<*>>().also array ->
listOf(
AssetDescriptor(name, TextureAtlas::class.java),
AssetDescriptor(params.depth, TextureAtlas::class.java),
AssetDescriptor(params.shader, ShaderProgram::class.java)
).forEach(array::add)



...



So, I'm queueing some assets and later use them. AssetManager's Logger output confirm it. Yet the progress goes to 25%, then to 20%; to 60%, then to 33%. I inserted debug-print statement to watch loading progress after every assetManager.update() call, and it's something like this:



[AssetManager] Queued: sprites/sprites.atlas, foo.bar.OutlineAtlas
[AssetManager] Loading: sprites/sprites.atlas, foo.bar.OutlineAtlas
[DEBUG] Loading: 0%
[AssetManager] Loading dependency: sprites/sprites.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[AssetManager] Loading dependency: sprites/depth.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[AssetManager] Loading dependency: shader/depth.frag, com.badlogic.gdx.graphics.glutils.ShaderProgram
[DEBUG] Loading: 0%
[AssetManager] Loaded: 20.16505ms shader/depth.frag, com.badlogic.gdx.graphics.glutils.ShaderProgram
[DEBUG] Loading: 25%
[AssetManager] Loading dependency: sprites/depth.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 20%
[AssetManager] Loaded: 20.56412ms sprites/depth.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 40%
[AssetManager] Loaded: 85.70349ms sprites/depth.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[DEBUG] Loading: 60%
[AssetManager] Loading dependency: sprites/sprites.png, com.badlogic.gdx.graphics.Texture
[AssetManager] Loading dependency: sprites/sprites2.png, com.badlogic.gdx.graphics.Texture
[AssetManager] Loading dependency: sprites/sprites3.png, com.badlogic.gdx.graphics.Texture
[AssetManager] Loading dependency: sprites/sprites4.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 33%
[AssetManager] Loaded: 72.27248ms sprites/sprites4.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 44%
[AssetManager] Loaded: 116.72272ms sprites/sprites3.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 56%
[AssetManager] Loaded: 165.29959ms sprites/sprites2.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 67%
[AssetManager] Loaded: 237.17233ms sprites/sprites.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 78%
[AssetManager] Loaded: 341.5768ms sprites/sprites.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[DEBUG] Loading: 89%
[AssetManager] Loaded: 405.7238ms sprites/sprites.atlas, foo.bar.OutlineAtlas


Searching in the sources, I can't understand whether this is intentional or am I blindly doing something stupid ? (I also did not succed finding something about the topic in the wiki).



EDIT: Debug-print statements looks this way:



if (!assetManager.update()) 
val progress = "$assetManager.progress * 100f%"
Gdx.app.debug("[DEBUG]", progress)
else ...


Which is just AssetManager.getProgress() in Java.










share|improve this question
















It's more of a general question about the framework itself (specifically, AssetManager) rather than a question about the code.



I've been working on a custom loader to cache the outline effect for my texture atlases when I noticed that the progress bar in the loading state of my game dropping percentage at some point. It was my loader which required dependencies to be loaded: a base atlas and a shader (and also another atlas for depth texture).



My loader looks generally like this (in Kotlin):



class OutlineLoader(
resolver: FileHandleResolver
) : AsynchronousAssetLoader<OutlineAtlas, OutlineLoader.Parameter>(resolver)
override fun loadSync(manager: AssetManager, name: String,
file: FileHandle, params: Parameter): OutlineAtlas
val sourceAtlas = assetManager.get<TextureAtlas>(name)
val depthAtlas = assetManager.get<TextureAtlas>(params.depth)
val shader = assetManager.get<ShaderProgram>(params.shader)

return OutlineAtlas(sourceAtlas, depthAtlas, shader)


override fun getDependencies(name: String, file: FileHandle,
params: Parameter) =
Array<AssetDescriptor<*>>().also array ->
listOf(
AssetDescriptor(name, TextureAtlas::class.java),
AssetDescriptor(params.depth, TextureAtlas::class.java),
AssetDescriptor(params.shader, ShaderProgram::class.java)
).forEach(array::add)



...



So, I'm queueing some assets and later use them. AssetManager's Logger output confirm it. Yet the progress goes to 25%, then to 20%; to 60%, then to 33%. I inserted debug-print statement to watch loading progress after every assetManager.update() call, and it's something like this:



[AssetManager] Queued: sprites/sprites.atlas, foo.bar.OutlineAtlas
[AssetManager] Loading: sprites/sprites.atlas, foo.bar.OutlineAtlas
[DEBUG] Loading: 0%
[AssetManager] Loading dependency: sprites/sprites.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[AssetManager] Loading dependency: sprites/depth.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[AssetManager] Loading dependency: shader/depth.frag, com.badlogic.gdx.graphics.glutils.ShaderProgram
[DEBUG] Loading: 0%
[AssetManager] Loaded: 20.16505ms shader/depth.frag, com.badlogic.gdx.graphics.glutils.ShaderProgram
[DEBUG] Loading: 25%
[AssetManager] Loading dependency: sprites/depth.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 20%
[AssetManager] Loaded: 20.56412ms sprites/depth.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 40%
[AssetManager] Loaded: 85.70349ms sprites/depth.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[DEBUG] Loading: 60%
[AssetManager] Loading dependency: sprites/sprites.png, com.badlogic.gdx.graphics.Texture
[AssetManager] Loading dependency: sprites/sprites2.png, com.badlogic.gdx.graphics.Texture
[AssetManager] Loading dependency: sprites/sprites3.png, com.badlogic.gdx.graphics.Texture
[AssetManager] Loading dependency: sprites/sprites4.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 33%
[AssetManager] Loaded: 72.27248ms sprites/sprites4.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 44%
[AssetManager] Loaded: 116.72272ms sprites/sprites3.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 56%
[AssetManager] Loaded: 165.29959ms sprites/sprites2.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 67%
[AssetManager] Loaded: 237.17233ms sprites/sprites.png, com.badlogic.gdx.graphics.Texture
[DEBUG] Loading: 78%
[AssetManager] Loaded: 341.5768ms sprites/sprites.atlas, com.badlogic.gdx.graphics.g2d.TextureAtlas
[DEBUG] Loading: 89%
[AssetManager] Loaded: 405.7238ms sprites/sprites.atlas, foo.bar.OutlineAtlas


Searching in the sources, I can't understand whether this is intentional or am I blindly doing something stupid ? (I also did not succed finding something about the topic in the wiki).



EDIT: Debug-print statements looks this way:



if (!assetManager.update()) 
val progress = "$assetManager.progress * 100f%"
Gdx.app.debug("[DEBUG]", progress)
else ...


Which is just AssetManager.getProgress() in Java.







kotlin libgdx






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Mar 23 at 8:25







barsoosayque

















asked Mar 21 at 18:13









barsoosayquebarsoosayque

948




948












  • Show how you calculate the percentage

    – icarumbas
    Mar 22 at 22:05






  • 1





    @icarumbas I edited the question. I don't actually calculate anything, hence the question about AssetManager itself.

    – barsoosayque
    Mar 23 at 8:28

















  • Show how you calculate the percentage

    – icarumbas
    Mar 22 at 22:05






  • 1





    @icarumbas I edited the question. I don't actually calculate anything, hence the question about AssetManager itself.

    – barsoosayque
    Mar 23 at 8:28
















Show how you calculate the percentage

– icarumbas
Mar 22 at 22:05





Show how you calculate the percentage

– icarumbas
Mar 22 at 22:05




1




1





@icarumbas I edited the question. I don't actually calculate anything, hence the question about AssetManager itself.

– barsoosayque
Mar 23 at 8:28





@icarumbas I edited the question. I don't actually calculate anything, hence the question about AssetManager itself.

– barsoosayque
Mar 23 at 8:28












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