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Loading jarfile Textures solved #39
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Well done. I forgot Raylib had LoadImageFromMemory function, which is what you’ve used. So yeah you could extract to memory rather than a temp file. |
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@electronstudio Would be nice to to add some info about this to the readme, so that newcomers know how to workaround that. |
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@electronstudio Also, are there any plans to update Jaylib to 4.5? |
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I released 4.5. The best place to put the jar image loader would probably be https://github.com/electronstudio/jaylib-example-project/tree/master/src/main/java/examples |
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@electronstudio The image loader in examples? Seems weird. In my game it is just in a jarfile in the lib directory alongside with jaylib. |
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I’m reluctant to put any code into Jaylib that isn’t auto generated from Raylib. There is a small amount in Jaylib.java but if I put it there I’d have to check the quality of the code and maybe rewrite it. |
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Then just better to leave it as is, maybe optionally including a link in the readme. |
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@electronstudio I am working on also loading music streams from jars (as I plan to implement some sort of SFX in my game soon). The MusicLoader class works, but only outside of jar. Weirdly, when running from jar the JVM itself crashes. I will be working on that. |
Dear @electronstudio , as I said I wrote a wrapper that allows to load Textures and Images from within the jarfile.
Without shipping the resources elsewhere.
Without extracting them somewhere to a temporary location.
Without using libGDX.
All I done (but it took me two days of research) was figuring out how RL loads images, and replacing all C-specific code with Java-specific code so that it does work.
Library: https://codeberg.org/glowiak/librlimg
I am not proposing a pull request, as you would probably f*ck it away as being bad code.
Maybe it is bad code, but it works.
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