Godot Version
4.5 stable
Question
I save a jpg file as a little thumbnail for each savefile i create. The jpgs are created from the Image class and are saved with the “save_jpg” function.
For loading i wanted to do some threaded loading, while they’re not big, there could be many of them and i just want to avoid blocking the main thread. However ResourceLoader apparently can’t detect jpgs?
When i try to check if they exist or try to load them, i just get the following error:
E 0:00:02:178 _load: Resource file not found: user://saves/quicksave1/image.jpg (expected type: Image)
<C++ Error> Method/function failed. Returning: Ref<Resource>()
<C++ Source> core/io/resource_loader.cpp:351 @ _load()
However “FileAcces.file_exists()” actually gives me a true, so the file definitely exists.
For now i load it blocking through the image class:
if FileAccess.file_exists(ImagePath):
var ImageTextureRef = ImageTexture.create_from_image(Image.load_from_file(ImagePath))
if ImageTextureRef:
SaveImage.texture = ImageTextureRef
Does anybody know why ResourceLoader apparently can’t detect jpg files? From what i’ve seen it is supposed to work as “Image” is a Resource. Or do i miss something?
Thanks in advance!