Closed phrohdoh closed 9 years ago
Going to go out on a limb: Is SDL2_image, libpng and zlib in your game's directory? For Linux only SDL2_image/libpng are required, and for OSX SDL2_image is self-contained.
The given (archived -- OS X) libSDL2_image requires a system install of libSDL2_image, so I've done that. I wasn't aware of needing zlib, I'll take a look into that.
Run the debugger through here: https://github.com/flibitijibibo/FNA/blob/master/src/Content/ContentManager.cs#L501
To be frank I'm not sure how one would do that but I have installed zlib
via homebrew and have a libz.1.2.8.dylib
which I imagine I can include and reference in the FNA.dll.config for OS X's zlib.dll.
Trying this now.
Error is hidden in your loading code: Could not load Content/Sprites/hero.png asset as a non-content file! Right way to do it is without file extension. :-)
Od: Taryn Hill notifications@github.com Komu: "flibitijibibo/FNA" FNA@noreply.github.com Datum: 25.02.2015 20:26 Předmět: Re: [FNA] No way to mark PNGs as Content (avoiding xnb). (#295)
To be frank I'm not sure how one would do that but I have installed zlib via homebrew and have a libz.1.2.8.dylib which I imagine I can include and reference in the FNA.dll.config for OS X's zlib.dll. Trying this now. — Reply to this email directly or view it on GitHub https://github.com/flibitijibibo/FNA/issues/295#issuecomment-76035890.
Ah @Vodacek thank you sir! I did solve that problem but I have yet to get an image on screen (though this is my fault and not FNA's).
Closing this, thanks guys!
When loading PNG files (to avoid the MGCP for reasons) I am given the exception message:
IIRC the Content tag was used to tell XNA to convert png to xnb then copy the resulting file to the output directory for usage by the final assembly.
If I am missing something obvious here please feel free to let me know and close this immediately.