Check your database or events that says to load the 0.png image and delete the reference to it. I copied the file data directly with C++ and used Texture.loadFromMemory and it works perfectly, what is wrong with. Its likely that a plugin youre using is looking for that file. I tried to read and save files with plain C++ and all work as expected, but SFML still unable to open files With the system("dir") command I check if I'm in the correct folder, I don't know what's going wrong I have the following code from keras.preprocessing import image testimage, targetsize (64, 64),grayscaleTrue) testimage image.imgtoarray(testimage). Sf::RenderWindow window(sf::VideoMode(800, 600), "My window") To all this, it is also worth mentioning that I am using Linux.I made some things with SFML in the past, all with Visual Studio and everything worked fine, now I changed to Visual Studio Code and CMake, and for some reason I'm not able to load textures with the error Failed to load image " (I don't understand why it didn't show the image name), this is my code: cpp files, here is where i call GetTexture, GetSoundBuffer The organization of the project is as follows: Build: Set(SFML_DIR "$ sfml-audio sfml-graphics sfml-window sfml-system) When you debug it might be looking in the source folder where the resources is. What might be happening is, that your resource folder isnt in the release folder where the release executable is. GetFont: sf::Font& Game::GetFont(std::string _fileName)ĬMakeLists.txt: cmake_minimum_required(VERSION 3.18) For example: If the path is just 'resourses/1.png' it will look in the same path as the executable file is for the folder resources and then 1.png. Sound->loadFromFile(_fileName) sounds = sound SoundBufferPtr sound = std::make_shared() GetSoundBuffer: sf::SoundBuffer& Game::GetSoundBuffer(std::string _fileName) GetTexture: sf::Texture& Game::GetTexture(std::string _fileName) This means that a pixel must be composed of 8 bits red, green, blue and alpha channels just like a sf::Color.' I think SFML forces RGBA pixels, because this way, it doesnt have to care about 4. I don't know much about CMake and I don't know if the problem is with my CMakeLists.txt file or with my previously mentioned functions, which I doubt as they worked perfectly before. From the documentation of sf::Texture: 'Like sf::Image, sf::Texture can handle a unique internal representation of pixels, which is RGBA 32 bits. If the user never scrolls, an image that is not visible to the user never gets loaded. An image, not visible to the user when the page loads, is loaded later when the user scrolls and the image actually becomes visible. I've tried over and over again to rearrange the project but every time I compile this happens. Lazy Loading defers the loading of an image that is not needed on the page immediately. So what at first was "Resources / image.png" became "./././Resources/image.png", (which did work for all #include directives) but when I run the game I only see the black screen and console showing me messages like Failed to load image "./././Resources/image.png". Obviously I know that when saving the files in different directories, I had to update the paths. Screenshots If applicable, add screenshots to help explain your problem. Asset image or any images are supposed to save into the public/uploads/. So far there hadn't been any problem with accessing resources, but since I decided to tidy up my project by organizing it in directories, my GetTexture, GetSoundBuffer and GetFont functions are unable to load images from the Resources folder. Image shows broken link Upon clicking the broken link it shows 'Failed to load image' Expected behavior A clear and concise description of what you expected to happen. I am programming a little game in C ++ using Visual Studio Code with CMake as the Build System.
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