[SOLVED] LibGDX can't load Textures I get?

I’m new to LibGDX. I used the setup-ui and got the projects, loaded it in eclipse, and ran the application. The data/libgdx.png got loaded. But, when I was following this tutorial:


I came up to the point before creating user input, and I decided to test if LibGDX would load up the images or not.
Instead, Java generated this error:
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: images/droplet.png
	at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113)
Caused by: com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: images/droplet.png
	at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140)
	at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:64)
	at com.badlogic.gdx.graphics.Texture.load(Texture.java:175)
	at com.badlogic.gdx.graphics.Texture.create(Texture.java:159)
	at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:133)
	at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:122)
	at com.badlogic.drop.Drop.create(Drop.java:23)
	at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:127)
	at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:110)
Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: images\droplet.png (Internal)
	at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:127)
	at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:580)
	at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:215)
	at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137)
	... 8 more

I put the images in the assets folder in the android project and everything. Why does the libgdx.png get loaded but not the new images? I even did the exact code the tutorial was doing.
Can somebody help?

Is images your root folder for your textures? Gdx.files.internal (I believe) automatically detects your root folders, so all you need to do is specify the path in that folder. Try loading droplet.png without the images/.

I did, that’s the first thing I did. I dropped droplet.png into a new folder (images) because since libgdx.png was in a folder, I kind of thought that would solve the problem.

Did you add images to the build path?

libgdx.png is put in place when the setup-ui makes your projects. As for the other images, try refreshing eclipse (specifically the android project).

Possibly the PNG files are formatted in a way that LibGDX cannot handle. At least, I remember having this problem once with a set of public domain PNG’s I used. Opening them in paint.net and saving them as PNG again solved the problem for me.

Thanks, but none of these solutions work. The android project didn’t compile, and Java generated some errors, so maybe that has something to do with it? I don’t care for the HTML project.

Description	Resource	Path	Location	Type
The project was not built since its build path is incomplete. Cannot find the class file for java.lang.Object. Fix the build path then try building this project	drop-android		Unknown	Java Problem
The project was not built since its build path is incomplete. Cannot find the class file for com.google.gwt.core.client.EntryPoint. Fix the build path then try building this project	drop-html		Unknown	Java Problem
The type java.lang.Object cannot be resolved. It is indirectly referenced from required .class files	MainActivity.java	/drop-android/src/com/badlogic/drop	line 1	Java Problem
The type com.google.gwt.core.client.EntryPoint cannot be resolved. It is indirectly referenced from required .class files	GwtLauncher.java	/drop-html/src/com/badlogic/drop/client	line 8	Java Problem

EDIT: Nvm. I didn’t refresh the assets folder, because since I closed Eclipse the day before and then restarted it today, I thought it would refresh automatically.