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QOI integration for Godot Engine

License: Other

Python 31.09% Batchfile 1.90% C 25.38% C++ 29.19% GDScript 12.43%
godot godot-engine qoi gdextension godot4

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godot_qoi's Issues

[Bug]: Doesn't run on macos 10.14

Godot version

4.0.2

godot_qoi version

2.0.3

On which operating systems the error occurs

macOS

Using which renderers the error occurs

GLES3

Issue description

I had previously tried this extension on godot 3 without issue, however the latest version now fails to load on godot 4.0.2.

The console output is spammed with these error logs:

  Can't open dynamic library: /Users/[REMOVED]/Project/addons/godot_qoi/libs/macos/libgodot_qoi.macos.template_debug.universal.dylib, error: dlopen(/Users/[REMOVED]/Project/addons/godot_qoi/libs/macos/libgodot_qoi.macos.template_debug.universal.dylib, 2): no suitable image found.  Did find:
  	/Users/[REMOVED]/Project/addons/godot_qoi/libs/macos/libgodot_qoi.macos.template_debug.universal.dylib: cannot load 'libgodot_qoi.macos.template_debug.universal.dylib' (load command 0x80000034 is unknown)
  	/Users/[REMOVED]/Project/addons/godot_qoi/libs/macos/libgodot_qoi.macos.template_debug.universal.dylib: cannot load 'libgodot_qoi.macos.template_debug.universal.dylib' (load command 0x80000034 is unknown).
  core/extension/gdextension.cpp:400 - GDExtension dynamic library not found: /Users/[REMOVED]/Project/addons/godot_qoi/libs/macos/libgodot_qoi.macos.template_debug.universal.dylib
  Failed loading resource: res://addons/godot_qoi/qoi.gdextension. Make sure resources have been imported by opening the project in the editor at least once.

Steps to reproduce

  1. Install the plugin on godot 4, on macos 10.14
  2. Observe load error window popup and the errors listed above in the output log error
  3. Restart godot
  4. Observe the load error window popup and same errors in the output log

Minimal reproduction project

"N/A"

[Godot 4] Exported application cannot be launched on Android

Porting to Godot 4 is complete (#5) . The library is successfully launched and works on windows, linux and macos, but crashes on android.

pid: 10419, tid: 10419, name: otengine.noname  >>> org.godotengine.noname <<<
      #00 pc 0000000002c1bdb0  /data/app/org.godotengine.noname-9hiNjlP0iOg5oq_HDZJS-w==/lib/arm64/libgodot_android.so
      #01 pc 00000000000840b0  /data/app/org.godotengine.noname-9hiNjlP0iOg5oq_HDZJS-w==/lib/arm64/libgodot_qoi.so (godot::StringName::init_bindings()+184) (BuildId: a97acf0c4e93adeac5cbf601f5bb13c30bc23d3b)
      #02 pc 000000000006f88c  /data/app/org.godotengine.noname-9hiNjlP0iOg5oq_HDZJS-w==/lib/arm64/libgodot_qoi.so (godot::Variant::init_bindings()+104) (BuildId: a97acf0c4e93adeac5cbf601f5bb13c30bc23d3b)
      #03 pc 0000000000069590  /data/app/org.godotengine.noname-9hiNjlP0iOg5oq_HDZJS-w==/lib/arm64/libgodot_qoi.so (godot::GDExtensionBinding::InitObject::init() const+104) (BuildId: a97acf0c4e93adeac5cbf601f5bb13c30bc23d3b)
      #04 pc 00000000000655e0  /data/app/org.godotengine.noname-9hiNjlP0iOg5oq_HDZJS-w==/lib/arm64/libgodot_qoi.so (godot_qoi_library_init+84) (BuildId: a97acf0c4e93adeac5cbf601f5bb13c30bc23d3b)
      #05 pc 0000000002bc5b74  /data/app/org.godotengine.noname-9hiNjlP0iOg5oq_HDZJS-w==/lib/arm64/libgodot_android.so
      #06 pc 0000000002bc72d0  /data/app/org.godotengine.noname-9hiNjlP0iOg5oq_HDZJS-w==/lib/arm64/libgodot_android.so
      #07 pc 00000000028e8444  /data/app/org.godotengine.noname-9hiNjlP0iOg5oq_HDZJS-w==/lib/arm64/libgodot_android.so
      #08 pc 00000000028e87bc  /data/app/org.godotengine.noname-9hiNjlP0iOg5oq_HDZJS-w==/lib/arm64/libgodot_android.so
      #09 pc 00000000028eb988  /data/app/org.godotengine.noname-9hiNjlP0iOg5oq_HDZJS-w==/lib/arm64/libgodot_android.so
      #10 pc 0000000002bcf8c4  /data/app/org.godotengine.noname-9hiNjlP0iOg5oq_HDZJS-w==/lib/arm64/libgodot_android.so
      #11 pc 0000000002bd0640  /data/app/org.godotengine.noname-9hiNjlP0iOg5oq_HDZJS-w==/lib/arm64/libgodot_android.so

I don't know yet if the problem is in my library or in godot itself.

There is no way to use `.qoi` images in the editor

I didn't find the right way to load images. Every time a scene with QOI image was opened, an error about missing resources appeared.

But I tried to do it directly from GDNative. It might be worth trying to combine GDScript and GDNative as a plugin...

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