Currently there is no way to load an Image object directly via the
AssetManager. The only way to load Images for use is by first loading them into
a temporary Texture2D object and then extracting the image reference, or by
manually loading the file into a bytebuffer and passing that into the Image
instance.
The AssetManager should be enhanced to allow direct Image object creation, as
the various platforms load images in different ways.
Original issue reported on code.google.com by Slea...@gmail.com on 15 Feb 2014 at 8:00
Original issue reported on code.google.com by
Slea...@gmail.com
on 15 Feb 2014 at 8:00