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Home/ Questions/Q 8807993
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Editorial Team
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Editorial Team
Asked: June 14, 20262026-06-14T02:30:26+00:00 2026-06-14T02:30:26+00:00

I’m trying to access an image file in the assets folder from the native

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I’m trying to access an image file in the assets folder from the native side. Now I can successfully search through the assets folder and its subdirectories locating the particular file that I am looking for:

AAssetDir* assetDir = AAssetManager_openDir(asset_manager, "images");
const char* filename;
while ((filename = AAssetDir_getNextFileName(assetDir)) != NULL)
{
   __android_log_print(ANDROID_LOG_DEBUG, "Debug", filename);
}

AAssetDir_close(assetDir);

I am also using OSG. I set the image as a texture to my shader with the following code:

texture->setImage(osgDB::readImageFile(fileNameWithPath));

But that file name must include the absolute path as well since it is not located in the same directory. However I found out that I cannot get the absolute path for the assets directory, being that it is compressed along with the APK.

Being that I can’t access the absolute path, what other way could I use to get the image? Also to note, I do want to keep the files in the asset folder as appose to the sd card.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-14T02:30:28+00:00Added an answer on June 14, 2026 at 2:30 am

    You can read the image from an asset with AAssetManager_open & AAsset_read, but since asset lies in apk you can’t get a file path name for it – it is also compressed there. You can save the data to a file and read from that file later or you can directly process the chunk you got from your asset file if OSG allows.

    From here:

    AAssetDir* assetDir = AAssetManager_openDir(mgr, "");
    const char* filename = (const char*)NULL;
    while ((filename = AAssetDir_getNextFileName(assetDir)) != NULL) {
        AAsset* asset = AAssetManager_open(mgr, filename, AASSET_MODE_STREAMING);
        char buf[BUFSIZ];
        int nb_read = 0;
        FILE* out = fopen(filename, "w");
        while ((nb_read = AAsset_read(asset, buf, BUFSIZ)) > 0)
            fwrite(buf, nb_read, 1, out);
        fclose(out);
        AAsset_close(asset);
    }
    AAssetDir_close(assetDir);
    
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