好的,根据我的研究,似乎无效的渲染器错误适用于各种情况,我迷失了我的代码创建它的原因。 我已将其缩小到特定的代码区域
//If existing texture is there, free's and sets to NULL. Along with iWidth & iHeight = 0;
freetexture();
//final image texture
SDL_Texture* niTexture = NULL;
//Loads image at specified path
SDL_Surface* loadedSurface = IMG_Load(path.c_str());
if (loadedSurface == NULL)
{
printf("Unable to load image %s! SDL_image Error: %s\n", path.c_str(), IMG_GetError());
}
else
{
printf("SpriteSheet :: Loaded\n");
Init mkey;
//Color key DOUBLE CHECK IF ERROR CHANGE TO ORIGINAL 0, 0xFF, 0xFF
SDL_SetColorKey(loadedSurface, SDL_TRUE, SDL_MapRGB(loadedSurface->format, 50, 96, 166));
//create texture from surface pixels
niTexture = SDL_CreateTextureFromSurface(mkey.Renderer, loadedSurface);
if (niTexture == NULL)
{
printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
}
特别是在该行,
niTexture = SDL_CreateTextureFromSurface(mkey.Renderer, loadedSurface);
导致SDL返回无效的渲染器错误。在我的init类中,渲染器完美初始化,只有当我尝试使用它来加载图像时才会出现Invalid Renderer错误。任何有关如何解决此错误的帮助表示赞赏。
编辑:: 以下是与渲染器相关的Init类的一些代码,
printf("Linear Texture Filtering :: Enabled\n");
//Create Window
Window = SDL_CreateWindow("Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, sw, sh, SDL_WINDOW_SHOWN);
if (Window == NULL)
{
printf("Window failed to be created\n");
SDLSuccess = false;
}
else
{
printf("Window :: Created\n");
//Create VYNC'd renderer for the window
Renderer = SDL_CreateRenderer(Window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (Renderer == NULL)
{
printf("Renderer failed to be created\n");
SDLSuccess = false;
}
希望这有助于找到问题。
答案 0 :(得分:2)
看起来您的Renderer
未初始化,除非您发布的代码位于Init
类的构造函数中。
你的代码中某处有Init
的实例,你的意思是在纹理方法中引用它吗?在尝试使用渲染器之前检查它的值,例如:
if (mkey.Renderer) {
niTexture = SDL_CreateTextureFromSurface(mkey.Renderer, loadedSurface);
if (niTexture == NULL)
{
printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
}
} else {
printf("Renderer is not initialized");
}