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Error LNK2019, SDL_IMG, SLD_LoadTexture. Unsolvable problem.

Started by March 15, 2014 02:55 AM
20 comments, last by DejaimeNeto 10 years, 10 months ago

Im using SDL2 to do all my image rendering, screen creation, basically what it's used for. I'm near the end of finishing up, and I wanted to test my image loading function, The test ended in a failure. I have been trying to solve this problem for little over two hours now, and I am making no progress. this is my error.


Error	1 error LNK2019: unresolved external symbol _IMG_LoadTexture referenced in function "public: __thiscall CSprite::CSprite(struct SDL_Renderer *,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,int,int,int,int)" (??0CSprite@@QAE@PAUSDL_Renderer@@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@HHHH@Z)	z:\my documents\visual studio 2013\Projects\SDL tuts 1\SDL tuts 1\Sprite.obj	SDL tuts 1

here is the class, and the header file.


#include "Sprite.h"
#include "includes.h"



CSprite::CSprite(SDL_Renderer *passedrenderer, std::string Filepath, int x, int y, int w, int h)
{

	renderer = passedrenderer;
	image = NULL;
	image = IMG_LoadTexture(renderer, Filepath.c_str());

	rect.x = x;
	rect.y = y;
	rect.w = w;
	rect.h = h;
}


CSprite::~CSprite()
{
	SDL_DestroyTexture(image);
}

void CSprite::Draw()
{
	SDL_RenderCopy(renderer, image, NULL, &rect);
}

#pragma once
#include "includes.h"
class CSprite
{
public:
	CSprite(SDL_Renderer *passedrenderer,std::string Filepath, int x, int y, int w, int h);
	~CSprite();

	void Draw();
private:
	SDL_Texture *image;
	SDL_Rect rect;
	SDL_Renderer *renderer;
	

};

If you need anything else, Im more than willing to give the needed resources.

Normally, this means that the compiler can find the header files for the SDL_image library, by your linker is not trying to link with SDL_image.lib, and therefore cannot find the function.

Make sure you tell your linker to use SDL_image.lib, just as you did with the regular SDL library.

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Normally, this means that the compiler can find the header files for the SDL_image library, by your linker is not trying to link with SDL_image.lib, and therefore cannot find the function.

Make sure you tell your linker to use SDL_image.lib, just as you did with the regular SDL library.

I have double checked everything I could, I unlinked the .lib file, and as I expected the Image functions become unidentified, so I quickly re-linked it. After further testing, I have narrowed it down to this line.

EDIT: im aware the error directly points to this line, however I was unsure if something other than this line could be causing to throw the error.


image = IMG_LoadTexture(renderer, Filepath.c_str());

more noteably, "Filepath.c_str());"

as Filepath is created as a string, and the LoadTexture function requires a const char*, I used the c_str() prefix to convert it from a string. undoing this gives me a conversion error, and converting it gives me the error listed above. So now im stuck between what seems to be a rock and a hard place.

You say that unlinking the lib-file causes other unresolved externals, right?

Now since IMG_LoadTexture is specifically added in SDL_image 2.0.0, is it possible that you use the header file of SDL2, but link to an older version of the library (.lib-file)?

You say that unlinking the lib-file causes other unresolved externals, right?

Now since IMG_LoadTexture is specifically added in SDL_image 2.0.0, is it possible that you use the header file of SDL2, but link to an older version of the library (.lib-file)?

Right before I checked this post, I found my SDL2_image.dll to be corrupted, so after re-downloading it, and re-placing the old file, everything seems fine on my code end. however now im getting

0xC0000005: Access violation reading location 0x00000000

in line 10 of this


#include "Game_Loop.h"



CGame_Loop::CGame_Loop()
{
	csdl_setup = new CSDL_Setup(&quit);
	player = new CSprite(csdl_setup->GetRenderer(), "Z:\My Documents\Visual Studio 2013\Projects\SDL tuts 1\face.bmp", 0,0,200,200);
	quit = false;
	while ((!quit) && (csdl_setup->GetMainEvent()->type != SDL_QUIT))
	{
		csdl_setup->Begin();
		player->Draw();

			csdl_setup->End();
	}
}


CGame_Loop::~CGame_Loop()
{
}

as far as im aware this error means something is wrong with a pointer somewhere, pointing to bad memory, but I have no clue where.

It is highly likely that you are not calling necessary init function - I dont know what your main() looks like but it should be calling SDL_Init somewhere before you call any SDL functions - see the SDL doc for SDLInit

If the SDL_Init call is in your CSDL_Setup you could step through your game loop code with your debugging tool and see exactly where the code is failing - Step in to your sld_setup->Begin() function and see the values of the object's variables

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It is highly likely that you are not calling necessary init function - I dont know what your main() looks like but it should be calling SDL_Init somewhere before you call any SDL functions - see the SDL doc for SDLInit

If the SDL_Init call is in your CSDL_Setup you could step through your game loop code with your debugging tool and see exactly where the code is failing - Step in to your sld_setup->Begin() function and see the values of the object's variables

my main is fairly simple, and my SDL_init call is made first thing in the CSDL_Setup class, and my main looks simply like this:


#include "includes.h"
#include "SDL_Setup.h"
#include "Game_Loop.h"





int main(int argc, char* args[])
{
	CGame_Loop();
	
	return 0;
}

Are you sure your libraries (especially SDL_Image) are in their latest versions?

@edit
Access violations, accessing 0x000000... do you, by chance, have a global pointer that isn't allocated anywhere or something like that? Running your debugger would probably give you the line where this break happens.

Are you sure your libraries (especially SDL_Image) are in their latest versions?

@edit
Access violations, accessing 0x000000... do you, by chance, have a global pointer that isn't allocated anywhere or something like that? Running your debugger would probably give you the line where this break happens.

I have nothing that is un-allocated, however as shown here, for some reason my renderer and main event are appearing null, even though they aren't and shouldn't be.

heres the line that breaks:


while (csdl_setup->GetMainEvent()->type != SDL_QUIT)

here is a picture showing them both appear as NULL and the SDL code:

EDIT: I couldn't get the picture to work so heres this:
csdl_setup = 0x01394de8 {window=0x01013050 {...} renderer=0x00000000 <NULL> mainEvent=0x00000000 <NULL> }

SDL code:


CSDL_Setup::CSDL_Setup(bool *quit)
{
	*quit = false; 
	if (*quit = true)
	{
		// Start SDL
		SDL_Init(SDL_INIT_EVERYTHING);
		window = SDL_CreateWindow("My First RPG!", 100, 100, 600, 480, SDL_WINDOW_SHOWN);
		if (window == NULL)
		{
			std::cout << "No window!" << std::endl;
			*quit = true;
		}
		renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
		if (renderer = NULL)
		{
			std::cout << "No Renderer" << std::endl;
			*quit = true;
		}
		if (*quit = true)
		{
			//Quit SDL
			SDL_Quit();
		}

	}
}

if (renderer = NULL) {...

You are attributing NULL to the renderer here, I am sure you meant to use == .
I have done this several times.

Same with the quit test...

Didn't your compiler spit a warning about this?

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