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Asked By | Majora.Le.Dark |
For some reason, the folowing code works on Godot 2.1.4:
func _ready():
var a = load(“/home/username/images/image.jpg”)
print(a)
pass
returns:
[ImageTexture:555]
But on Godot 3.0 the same would return a [Object:Null]
even if i use ResourceLoader.load()
What changed?
(Running on Ubunut Mate 17.10)
I am facing the same issue too and definitely need this feature !
As stated by @ QuentinCaffeino and following this link :
http://docs.godotengine.org/en/3.0/getting_started/workflow/assets/importing_images.html
In Godot 3+, image files are no longer native resources and they must be imported. The reason behind this is the large amount of configuration parameters that image files can be imported with.
This doesn’t make sense, so we can’t load pictures / textures downloaded from the internet to the phone ? or loading pictures from phone gallery upon run-time ?
Would appreciate if anybody has a solution / hack for this issue.
Thx in advance
GameVisitor | 2018-04-09 08:49