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### #1rakoon2  Members

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Posted 03 September 2004 - 10:44 PM

Hello guys! How can I load a png file using SDL_Image? My problem is that IMG_LoadPNG_RW( rwop ); returns a null pointer! Here is the code:
 if( sprite != NULL )
{
SDL_FreeSurface( sprite );
sprite = NULL;
}

SDL_RWops* rwop(NULL);
rwop = SDL_RWFromFile( filename, "rb");

if( rwop == NULL )
{
LOG << "SDL_RWFromFile error " << filename << "  "  << ENDL;
}

delete rwop;

if ( sprite == NULL )
{
LOG << "Couldn't load " << filename << " -- "  << ENDL;
return false;
}


Thank you! :/

### #2Spudder  Members

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Posted 03 September 2004 - 11:19 PM

If your loading from an actual PNG file and not from memory then you can simoly use IMG_Load("Blah.png"). SDL_image will do the rest in determining which function to use to load the image based on it's extension.

### #3rakoon2  Members

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Posted 03 September 2004 - 11:34 PM

Hmm! I get
  [Linker error] undefined reference to IMG_Load' 

??
:/?

### #4Spudder  Members

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Posted 04 September 2004 - 01:49 AM

### #5rakoon2  Members

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Posted 04 September 2004 - 01:57 AM

yes, I am linking SDL_Image..! still :/

### #6Roots  Members

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Posted 04 September 2004 - 09:08 AM

Here's what I did to load a png (this is in C++):

string filename = "my_image.png";
SDL_Surface *new_surf; // this points to the image data once it is loaded
new_surf = IMG_Load(filename.c_str()); // We need to convert the string to a C-type string
new_surf = SDL_DisplayFormat(new_surf); // convert the image format to fit the screen for fast blitting
if (new_surf == NULL) { // typo in filename arg or missing/corrupt file are the most likely errors to cause this
cout << "ERROR: Could not load image " << filename << endl;
exit(1);
}

To compile it (in Linux):

\$g++ myfile.cpp -o test sdl-config --cflags --libs -lSDL_image

Hero of Allacrost - A free, open-source 2D RPG in development.
Latest release June, 2015 - GameDev annoucement

### #7stembro  Members

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Posted 04 September 2004 - 10:17 AM

Quote:
 Original post by SpudderYou need to link to SDL_image, add -lSDL_image to your linker options and make sure you have the SDL import library where the linker can find it.

Hey thanks Spudder! I've been trying to compile my game for the last two hours and I couldn't figure out what I was doing wrong. I _was_ using

gcc -Wall asteroids.c -o asteroids sdl-config --libs --cflags

Which was giving me undefined references errors. I'm now compiling like this:

gcc -Wall asteroids.c -lSDL_gfx -o asteroids sdl-config --libs --cflags

and it is working perfectly! Thanks for the tip.

- Stephen

### #8TravisWells  Members

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Posted 04 September 2004 - 05:19 PM

Quote:
 Original post by Roots SDL_Surface *new_surf; // this points to the image data once it is loaded new_surf = IMG_Load(filename.c_str()); // We need to convert the string to a C-type string new_surf = SDL_DisplayFormat(new_surf); // convert the image format to fit the screen for fast blitting

Careful.. that's a memory leak (and a segfault waiting to happen)

SDL_DisplayFormat creates a NEW surface. The old one is still there.
You need to store the DisplayFormat pointer somewhere else, and SDL_FreeSurface() the new_surf (which is now the old surf)

Also if IMG_Load returns NULL, you'll segfault in SDL_DisplayFormat. Instead you should do something like:
new_surf = IMG_Load(filename.c_str());if (!new_surf){     printf("Couldn't load %s:%s\n",filename.c_str(),IMG_GetError());     //Exit, return error code, or throw an exception} 

### #9Roots  Members

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Posted 04 September 2004 - 07:04 PM

I just copied over the meat of the function, there is a lot of other stuff that goes on there. When my program gets to that code I already know that the image is valid (I store it in a cache before I come to this part of the code, and if it can't be loaded into the cache I return an error). So I've got the IMG_Load failure check covered.

Thanks for the tip on the memory leak though, I totally spaced that out. Yeah I just looked it up in my book and you are absolutely correct. My code has been running without seg faulting though. Hmm. Oh well, its an easy fix :D

Hero of Allacrost - A free, open-source 2D RPG in development.
Latest release June, 2015 - GameDev annoucement

### #10rakoon2  Members

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Posted 20 September 2004 - 10:31 PM

Thank you! But I still get
[Linker error] undefined reference to IMG_Load'

../../../Programme/dev-c++/sdl_ming/libSDL.dll.a../../../Programme/dev-c++/sdl_ming/libSDL_image.a../../../Programme/dev-c++/sdl_ming/libSDLmain.a../../../Programme/dev-c++/sdl_ming/libSDL.aE:/Programme/dev-c++/lib/libopengl32.a

:(?

### #11Kylotan  Moderators

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Posted 21 September 2004 - 02:42 AM

This is likely to be an issue with your compiler and setup rather than the code. Try experimenting with the order of the libraries as gcc requires them to be in a certain order (which I forget).

### #12rakoon2  Members

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Posted 21 September 2004 - 10:45 PM

Hmm. I tried 10 different orders.. still the same linker error.
Maybe my lib is broken? Where can I download it again? *forgot it*
Thank you..!

### #13jdhardy  Members

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Posted 22 September 2004 - 10:10 AM

Visit http://www.devpaks.org for all your devpak needs.

GCC, in its usual sane fashion, requires libraries in reverse order. ie, if libSDL_net requires a function from libwsock32, then they must be ordered g++ ... -lSDL_net -lwsock32 .... (That one drove me bonkers for a while).

The gcc manual seems to agree with me, although the wording is a little confusing.

### #14rakoon2  Members

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Posted 23 September 2004 - 08:40 AM

It works now! The lib was broken~! =3

Thank you! :)

bool Texture::loadImage( const char* filename ){    SDL_Surface* sprite = IMG_Load( filename );      if( !sprite )    {        LOG << "Could not load " << filename             << "   bool Texture::loadImage( const char* filename ) "            << ENDL;        return false;    }        else if( sprite->w != sprite->h )    {        LOG << "Texture w and h are not the same! Filename: " << filename             << " W: " << sprite->w << " H " << sprite->h << ENDL;        return false;        }    else if( sprite->w % 2 != 0 )    {        LOG << "Texture w/h are not a power of 2! w/h: " << sprite->w << ENDL;    }                 texture_wh = sprite->w;                  SDL_Surface*  conv;        // convert to 32-bit RGBA format  	conv = SDL_CreateRGBSurface( SDL_SWSURFACE, sprite->w, sprite->h, 32,                                 #if SDL_BYTEORDER == SDL_BIG_ENDIAN	                                 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff);                                 #else                                     0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);                                 #endif      SDL_BlitSurface( sprite, 0, conv, 0);        glGenTextures( 1, &texture );	glBindTexture( GL_TEXTURE_2D, texture );		glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR  );	glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );	    glPixelStorei( GL_UNPACK_ROW_LENGTH, conv->pitch / conv->format->BytesPerPixel );	glTexImage2D( GL_TEXTURE_2D, 0, 3, conv->w, conv->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, conv->pixels);	glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );	SDL_FreeSurface(conv);            SDL_FreeSurface(sprite);        return true;}

Thanks ;d

### #15Kylotan  Moderators

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Posted 23 September 2004 - 12:12 PM

Your power of 2 checking is wrong.

I also don't believe you need the GL_UNPACK_ROW_LENGTH with a software surface that you've just created, but I don't see it doing any harm.

### #16raptorstrike  Members

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Posted 24 September 2004 - 10:48 AM

why dont you just make the file a bitmap using paint? it would be much simpler

### #17Spudder  Members

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Posted 24 September 2004 - 11:18 AM

PNG files have several advantages over BMPs when it comes to games - file size perhaps being the most important.

### #18d0hboy  Members

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Posted 26 September 2004 - 06:33 PM

Quote:
 Original post by SpudderPNG files have several advantages over BMPs when it comes to games - file size perhaps being the most important.

... and an alpha channel, required for transparency in sprites.

### #19Kylotan  Moderators

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Posted 28 September 2004 - 12:27 PM

Most people using SDL will probably be using colour keying rather than alpha channels though.

### #20rakoon2  Members

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Posted 03 October 2004 - 03:40 AM

Well, I am using OpenGl. I still have problems with those damn linker errors!

My engine lib (.a) has a texture class.

And as you can see this line in it:
SDL_Surface* sprite = IMG_Load( filename );

It compiles fine. But I get
  [Linker error] undefined reference to IMG_Load' 

if I want to use the the Texture class in one of my other projects(editor) that use the lib!

Here the linker from my editor:
../sdl_ogl_engine_lib/ogl_sdl_2d_engine_lib.aE:/Programme/dev-c++/sdl_ming/libSDL.aE:/Programme/dev-c++/sdl_ming/libSDL.dll.aE:/Programme/dev-c++/sdl_ming/libSDLmain.aE:/Programme/dev-c++/sdl_ming/SDL_image.aE:/Programme/dev-c++/open_gl/libopengl32.aE:/Programme/dev-c++/f_mod/libfmod.a`

I am using Dev-C++.