![]() Instead of loading these resources as soon as the page loads, which is what normally happens, the loading of these resources is put off till the moment the user actually needs to view them. Similarly, lazy loading defers the loading of resources on the page till they are actually needed. The word “lazy” in the English language is often attributed to the act of avoiding work as long as possible. Here is a quick video to help you understand better: These techniques help in improving performance, better utilization of the device’s resources, and reducing associated costs. If they are, then that is most likely your problem, as engineer.jpg might *actually* be named or or whatever else.Lazy Loading Images is a set of techniques in web and application development that defer the loading of images on a page to a later point in time - when those images are actually needed, instead of loading them up front. Is Windows showing file extensions by default in Explorer for you? If it is *not*, then look at your image files and see if they are. I was about to say if that doesn't work then I have no idea, but then I had an idea. If any or all of that fails, run visual studio as administrator, and find the program executable for your program and change it run as administrator and try to loading one of the images that fails. as 3 or 4 channels and the only thing that matter is how you allocate your textures on the GPU.Īnyway, do you still have a copy of container.jpg that will load correctly? If so, can you try making a copy of it and seeing if the copy will load? If the copy will load, try opening it in MS Paint or anything else, and then just overwriting it with itself, and then try to get it to load in your program again. The number of channels you request be returned in the image data shouldn't matter when it comes to the image type, by which I mean you can have it return a PNG, JPG, BMP, PPM, etc. I assume you're on Windows, and I assume when you say "VS" that you mean Visual Studio, and not VSCode. Std::cout << "Failed to load image: " << failureReason << GlTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, Unsigned char* data2 = stbi_load("engineer.jpg", &width, &height, &nrChannels, 0) Std::cout << "Failed to load image: " << failureReason << std::endl GlTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data1) Ĭonst char* failureReason = stbi_failure_reason() Unsigned char* data1 = stbi_load("container.jpg", &width, &height, &nrChannels, 0) Stbi_set_flip_vertically_on_load(true) // tell stb_image.h to flip loaded textures on the y-axis load image, create texture and generate mipmap GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) Here's my code, but just as an fyi I also tried the solution code and had the same problem so I'm not really sure where to go from here.ĮDIT: Forgot to mention this but width, height, and nrChannels all return 0 and data is set to null when an image other than container.jpg is sent to stbi_load. I've tried dozens of other png/jpg files and the only one that does not return null is container.jpg. I've been working through the textbook and I've run into a problem where stbi_load refuses to load anything other than the container.jpg image provided by the online textbook. ![]() SOLVED: I made the mistake of adding the files VIA the solution explorer instead of directly adding them to the project files so the imgs were treated as links to the img file locations in my PC's download folder. ![]()
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