Time for action – loading a PNG image
Now that libpng
is compiled, let's read a real PNG file with it:
- Edit
jni/GraphicsManager.hpp
and include theResource
header file.Create a new structure named
TextureProperties
containing:- A resource representing the texture asset
- An OpenGL texture identifier (which is a kind of handle)
- A width and a height
... #include "Resource.hpp" #include "Types.hpp" ... struct TextureProperties { Resource* textureResource; GLuint texture; int32_t width; int32_t height; }; ...
- Append a method
loadTexture()
to theGraphicsManager
to read a PNG and load it into an OpenGL texture.Textures are saved in an
mTextures
array to cache and finalize them.... class GraphicsManager { public: ... status start(); void stop(); status update(); ...
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