I am new to c ++ / SFML and I don't know why my program cannot load a texture, I tried putting the image in my project folder and in the debug folder but it didn't work.
Code:
int main() {
sf::RenderWindow window(VideoMode(600,600),"Window");
sf::Event event;
sf::Texture textura;
textura.loadFromFile("icono.png");
sf::Sprite sprite1(textura);
while (window.isOpen()) {
while (window.pollEvent(event)) {
if (event.type== sf::Event::EventType::Closed) {
window.close();
}
}
window.clear();
window.draw(sprite1);
window.display();
}
}
The error is "Unhandled exception at 0x5F6D3647 (vcruntime140.dll) in TestSFML.exe: 0xC0000005: Access violation while reading location 0x00701000" in the line "textura.loadFromFile("icono.png");"
I found the answer and share it in case it helps. The possible solution is to add the SFML debug libraries in "additional dependencies", the libraries are "sfml-graphics-d.lib" and "sfml-system-d.lib".
Related
-I am new to C++ and SFML and want to import a png file.
-It worked a view times, but afterwards I got the
message "Build failed, run last success?" most of the time. Sometimes its still working.
-there is no "real" error, so its hard to figure out, what the problem is
-I read earlier, that switching from Debug to Release-Mode could be a reason, but it didnt helped
its working when I dont use:
if (!texture.loadFromFile("assets/player.png"))
{
std::cout << "Could not load png \n";
return 0;
}
-> but, ofcourse, the sprite is missing then.
I would be happy to have a solution/reason for this or a topic I missed so far to read/ learn about.
Im happy about advices.
Thanks so far.
Alex
VISUAL STUDIO 2019
x64
SFML-2.5.1
WHOLE CODE:
#include"SFML/Graphics.hpp"
#include<iostream>
#include"main.h"
int main(int argc, char** argv[])
{
sf::RenderWindow window(sf::VideoMode(1200,800), "bimWindow");
sf::RectangleShape rs(sf::Vector2f(1000, 700));
rs.setFillColor(sf::Color::Green);
sf::Event event;
sf::Texture texture;
if (!texture.loadFromFile("assets/player.png"))
{
std::cout << "Could not load png \n";
return 0;
}
sf::Sprite sprite;
sprite.setTexture(texture);
sprite.setPosition(100,100);
//sprite.scale(sf::Vector2f(3, 3));
rs.setPosition(80, 80);
// run the program as long as the window is open:
while (window.isOpen())
{
//let window open i guess.
while (window.pollEvent(event)); //stay true as long aas it didnt happen or so
{
// "close requested" event:close the window
if(event.type == sf::Event::Closed)
window.close();
}
//RENDER:
window.clear();
window.draw(rs);
window.draw(sprite);
window.display();
}
return 0;
}
Try making sure that the "assets/player.png" file is inside your solution directory (the folder with the .sln file.) Your code seems to run fine on my end, and that is the only error I can think of. If you can, it would help to have the error message(s) that you are receiving. If the png file is in the right place and you still get errors, I would recommend reinstalling SFML and following a tutorial online to ensure that you get everything set up properly.
I'm using Visual Studio 2017, I've set up linkers, includes in both debug and release configurations. Each time I try to run a code it throws exceptions at me of corrupted stacks around various variables. Be it 'settings', 'window' etc.
I've ran two codes, both with same results:
#include<SFML/Graphics.hpp>
#include<iostream>
int main()
{
sf::ContextSettings settings;
settings.majorVersion = 3;
settings.minorVersion = 3;
settings.depthBits = 24;
settings.antialiasingLevel = 16;
sf::RenderWindow window(sf::VideoMode(800, 600), "Game", sf::Style::Default);
window.setActive(true);
window.setFramerateLimit(60);
while (window.isOpen())
{
window.clear(sf::Color::Black);
window.display();
sf::Event ev;
while (window.pollEvent(ev))
{
if (ev.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
{
window.close();
}
}
}
return 0;
}
And the second:
#include<iostream>
#include<SFML/Graphics.hpp>
int main()
{
using namespace sf;
RenderTexture texture;
texture.create(800, 600);
texture.clear(Color::Black);
texture.display();
texture.getTexture().copyToImage().saveToFile("D:\output\asd.bmp");
return 0;
}
Both codes throw similar exceptions, the first program throws:
Run-Time Check Failure #2 - Stack around the variable 'settings' was corrupted.
Run-Time Check Failure #2 - Stack around the variable 'window' was corrupted.
The second one throws
Run-Time Check Failure #2 - Stack around the variable 'texture' was corrupted.
When I press 'continue' in debugger, it points me to gs_report with unhandled exception:
Unhandled exception at 0x00A36859 in Project2.exe: Stack cookie instrumentation code detected a stack-based buffer overrun.
Is it something wrong with the codes, or is it something wrong in my setup?
For almost all of any object I've added so far (sf::Color, sf::Image, sf::Texture, etc.) to the sample code I grabbed from the SFML site, exceptions get thrown once I run it, to the accord of:
Unhandled exception at 0x61C71B86 (sfml-system-2.dll) in gameboiss.exe: 0xC0000005: Access violation reading location 0x00000074.
It's brought up in reference to the RenderWindow line for whatever reason. If I remove all lines referencing these objects, it works fines. Even if I leave only one line creating the variable (i.e. sf::Texture texture), the exception is still thrown. I've tried multiple things amongst looking at the locals/autos at debug and it doesn't seem to give much light.
I'm working on Visual Studio 2012, any help would be appreiciated. Below is the code. thanks :)
#include <iostream>
#include "SFML/Window.hpp"
#include "SFML/Graphics.hpp"
#include "SFML/System.hpp"
int main(){
sf::RenderWindow window(sf::VideoMode(200,200), "game boi");
sf::CircleShape shape(100.f);
//source of error
sf::Texture texture;
texture.loadFromFile("char\\spartapix.png");
/*if(!hero.loadFromFile("char\\spartapix.png")){
std::cerr << "Error: sprite not loaded.\n";
return 1;
}*/
//sf::Image background;
//if (!background.loadFromFile("background.jpg"))
//return -1;
shape.setFillColor(sf::Color::Blue);
sf::Vector2i pos;
while (window.isOpen()){
sf::Event event;
while (window.pollEvent(event)){
if (event.type == sf::Event::Closed)
window.close();
if (event.type == sf::Event::GainedFocus)
std::cout << "playing";
if (event.type == sf::Event::LostFocus)
std::cout << "notplaying\n";
if (event.type == sf::Event::MouseButtonPressed){
sf::Vector2i pos = sf::Mouse::getPosition(window);
std::cout << pos.x << " " << pos.y << std::endl;
}
if (event.type == sf::Event::KeyPressed){
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)){
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)){
window.close();
}
}
}
window.clear();
window.draw(shape);
window.display();
}
return 0;
}
<code>
I agree with RetiredNinja's comment above: If it happens as soon as you create the render window, it's most likely some STL version difference (from the passed string; since sf::String is part of sfml-system), which is typically the case when you mix up versions (Visual Studio releases or Release/Debug builds).
Are you sure you've picked the correct download from SFML's download page? As an alternative, you could try downloading and compiling SFML from the official repository.
So, I'm making a game using SFML in C++, but when I tried adding a image a really weird OpenGL(i think) error popped up. Doesn't make any sense at all.
First my console was spammed with random text and symbols, then the application crashed and visual studio told me this :
Exception thrown at 0x618EDBF4 (vcruntime140.dll) in SFML_Game.exe: 0xC0000005: Access violation reading location 0x00C54000.
It sounds like it has something to do with not being able to read my picture file I added, though i don't know whats wring with it.
The location of the image is in the same folder my "SFML_Game.vcxproj" is.
I also have no chance of seeing if "Could not load player image" was printed in console since the spam is too quick.
Edit I can see that the picture failed to load now, here's a picture... :
Console Picture
Here's my current code :
#include<iostream>
#include<SFML/Graphics.hpp>
#include <string>
int main(int argc, char* argv[])
{
// Creates a window
sf::RenderWindow Window(sf::VideoMode(800, 600), "SFML Game Engine");
sf::Texture pTexture;
sf::Sprite playerImage;
if (!pTexture.loadFromFile("Player.png"))
{
std::cout << "Could not load player image" << std::endl;
}
playerImage.setTexture(pTexture);
while (Window.isOpen())
{
sf::Event Event;
while (Window.pollEvent(Event) && Window.hasFocus())
{
switch (Event.type)
{
case sf::Event::Closed:
Window.close();
break;
}
}
Window.draw(playerImage);
Window.display();
}
}
So, it seems that my code was fine and it was a linker error.
I didn't know the difference between static-dynamic, static and dynamic libraries, so I just put them all in there, after removing some of them it started working.
At least in debugging mode.
Pretty much, if someone else has this problem, look up how to set SFML up on their website instead of a video tutorial. ^^
I am trying to output an image onto the screen using SFML 2.1, C++, and MS Visual Studio Professional 2013. I am getting an unexpected error when trying to load a file into a texture. It outputs a whole bunch of random characters. I'm sure if its how I configured the SFML library with Visual Studio or a problem with the code. Can anyone solve this problem? Thanks.
Here is a screenshot of what it looks like when I run the program (http://i.stack.imgur.com/uMdLT.png):
This is my code:
#include <SFML/Graphics.hpp>
#include <iostream>
#include <string>
using namespace std;
int main() {
sf::RenderWindow window;
window.create(sf::VideoMode(800, 600), "My First SFML Game!"); // initializing
sf::Texture jetTexture;
sf::Sprite jetImage;
// Getting Error here!
if (!jetTexture.loadFromFile("fighter jet.png"))
throw std::runtime_error("Could not load fighter jet.png");
jetImage.setTexture(jetTexture);
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
window.draw(jetImage);
window.display();
}
return 0;
}
For all configuration properties, they look like this:
Linker -> General (http://i.stack.imgur.com/NZg7P.png):
Linker -> Input (http://i.stack.imgur.com/1tPaB.png):
**Please note that if I did not configured the SFML library as I did, then I would be getting an error from my system saying msvcr110d.dll is missing.
Ok I managed to fix this, here is what you need to do:
Set your SUBSYSTEM to WINDOWS:
Add "sfml-main.lib" to your libraries:
Change your Runtime library to /MD. This is because you're not using the debug versions of the SFML 2.1 libraries (and probably can't in VS2013).
Make sure your "fighter jet.png" image is in the right place. By default Visual Studio uses the Project Directory as the working directory. So put the png in the same folder as your vcxproj file.
Are you sure that the picture is in the execution directory of your program ?
You should avoid spaces in file's name (fighter_jet.png).
If you're not sure about execution directory, try with absolute path (to be sure it's a path problem, and not a picture's problem).
I hope it helps.
I've tried this code on my system (Xcode - OSX), with one of my picture, and it works.
Have you tried with another picture ?
#include <SFML/Graphics.hpp>
#include <iostream>
#include <string>
using namespace std;
int main() {
sf::RenderWindow window;
window.create(sf::VideoMode(800, 600), "My First SFML Game!"); // initializing
sf::Texture jetTexture;
sf::Sprite jetImage;
// Getting Error here!
if (!jetTexture.loadFromFile("fighter jet.png"))
throw std::runtime_error("Could not load fighter jet.png");
jetImage.setTexture(jetTexture);
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
window.draw(jetImage);
window.display();
}
return 0;
}