![]() ![]() Which ensures that operations on them will be as fast as possible, in contrast to the pixels of a texture which reside in video memory and are The pixels of an sf::Image stay in system memory, Helps store and manipulate image data (modify pixels, create transparency channel, etc.). The latter loads the texture from an sf::Image, which is a utility class that Image that has already been loaded ( loadFromImage). You can also load an image file from memory ( loadFromMemory), from aĬustom input stream ( loadFromStream), or from an ) the working directory might sometimes be set to the project directory instead. However, when you launch your program from your IDE When you run the application from your desktop environment, the working directory is the executable folder. That any file path will be interpreted relative to) is what you think it is: If the message is unable to open file, make sure that the working directory (which is the directory First, check the error message that SFML prints to the standard ![]() The loadFromFile function can sometimes fail with no obvious reason. The most common way of loading a texture is from an image file on disk, which is done with the loadFromFile function. Since the only role of a texture is to be loaded and mapped to graphical entities, almost all its functions are about loading and updating it. The class that encapsulates textures in SFML is, surprisingly, sf::Texture. Ok, that was short but if you really don't understand what sprites and textures are, then you'll find a much better description on Wikipedia.īefore creating any sprite, we need a valid texture. But we call it "texture" because it has a very specific role: being mapped to a 2D entity.Ī sprite is nothing more than a textured rectangle. Most (if not all) of you are already familiar with these two very common objects, so let's define them very briefly.Ī texture is an image. ![]()
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