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Lamelynx avatar Lamelynx commented on July 17, 2024

The example project is loading all images into the same texture and overwrites the previous image. Therfore you should only see the last selected image (probably?).
If you connect with logcat you should see the line "We are now loading texture... 1", "We are now loading texture... 2", and so on .
See the code below.

I have not checked this in the latest release tough.

func _on_image_request_completed(dict):
	""" Returns Dictionary of PoolByteArray """
	var count = 0
	for img_buffer in dict.values():
		count += 1
		var image = Image.new()
		
		# Use load format depending what you have set in plugin setOption()
		var error = image.load_jpg_from_buffer(img_buffer)
		#var error = image.load_png_from_buffer(img_buffer)
		
		if error != OK:
			print("Error loading png/jpg buffer, ", error)
		else:
			print("We are now loading texture... ", count)  ### <------ This outputs to logcat
			yield(get_tree(), "idle_frame")
			var texture = ImageTexture.new()
			texture.create_from_image(image, 0)
			get_node("VBoxContainer/Image").texture = texture

from godotgetimageplugin-android.

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