![]() ![]() This function is available since SDL_image 2.0.0. I copy and pasted your example code, but to no avail: the window was severely tearing and flashing parts of my code and desktop instead of my simple image I was trying to load. When done with the returned texture, the app should dispose of it with a call to SDL_DestroyTexture(). I am trying to load images in c++ using SDL2 and SDLimage in Xcode. You might want to launch process in 'correct' working directory, change working directory by process itself (chdir), or use absolute path to your file. if its JPEG or PNG), and possibly some form of conversation if the formats take different data types, etc. Executables directory is not what we commonly refer to as current working directory.Relative paths are relative to CWD. 2 will evaluate to true, the will negate it which means it will evaluate to false which will cause the SDLGetWindowSurface line to execute. This step may involve decompression of a source image file (e.g. If you init with IMGINITPNG and get back IMGINITPNG you get 2 & 2 which is 2. Press Ctrl+Shift+B to build the project, and then copy SDL2.dll, all the SDLimage DLLs, and the spritesheet into the Debug folder where the executable is generated. If you are using SDLs 2D rendering API, there is an equivalent call to load images directly into an SDLTexture for use by the GPU without using a. For example, most color (albedo) textures will be in the DXGIFORMATR8G8B8A8UNORMSRGB format. SDLSetRenderDrawColor (renderer, 168, 230, 255, 255) SDLRenderClear (renderer) Now we get an early peek at what the output is going to look like. If you would rather decode an image to an SDL_Surface (a buffer of pixels in CPU memory), call IMG_Load() instead. There is a separate function to read files from an SDLRWops, if you need an i/o abstraction to provide data from anywhere instead of a simple filesystem read that function is IMGLoadRW(). I am trying to load an image into a texture using SDLimage. There is a separate function to read files from an SDL_RWops, if you need an i/o abstraction to provide data from anywhere instead of a simple filesystem read that function is IMG_LoadTexture_RW(). How to load texture from png in sdl2 useing SDLimage.h. Otherwise, SDL_image will attempt to create an SDL_Texture in the most format that most reasonably represents the image data (but in many cases, this will just end up being 32-bit RGB or 32-bit RGBA). Image decoding for many popular formats for Simple Directmedia Layer. If the loaded image has transparency or a colorkey, a texture with an alpha channel will be created. This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. This can be significantly more efficient than using a CPU-bound SDL_Surface if you don't need to manipulate the image directly after loading it. The SDL2image Unit Here comes the SDL2image unit into play. RemarksĪn SDL_Texture represents an image in GPU memory, usable by SDL's 2D Render API. Also it would be desirable to load an image file directly and create a SDL2 texture from it instead of firstly creating a SDL2 surface and then creating a SDL2 texture from the surface (as seen in the chapter about bitmap loading). SDLRWops and IMGLoadPNGRW doesnt help neither. Ive tried reinstalling SDL and SDLimage, but it doesnt work. The SDL_Renderer to use to create the GPU texture.Ī path on the filesystem to load an image from. Im sure, that the code is correct, because it works on other device with exactly the same image file like a charm. My advice to you: Get a modern book about C++ and read some stuff about memory managment on the internet, then eventually look into some modern C++11 memory managment.ĭesperetly haning onto the old ways of C isn't good at all.SDL_Texture * IMG_LoadTexture(SDL_Renderer *renderer, const char *file) Function Parameters renderer To load PNGs properly on Windows, SDLimage requires that the libpng and zlib DLLs reside in the same directory as the executable. ![]() In SFML 2 there's a VertexArray with which you can draw multiple textures with one draw call. If BMP files load and PNG files dont load on Windows, you have a DLL location problem. What do you mean by one sprite for all images? You don't draw images/textures directly you always need to reference a image to one sprite, so no this is not possible. About Products For Teams Stack Overflow Public questions & answers. If you pass a texture/image to the sprite it sets its size and if the texture isn't valid anymore it will keep the size but instead of drawing the image it will draw a white rectangle. One is a background image and second is foreground. nshct I use SDLRENDERERACCELERATED, so im using hardware. What would you except happens if you delete a texture and then draw the sprite? I'm glad it just shows a white rectangle instead of crashing complelty since the reference to the texture just leads into nothing. ![]() Texture * img = new texture ( "hello.png" ) ĭelete img But I really advice you not to use such code! ![]()
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