I want to load local photo.png file to CCSprite.
So, I used PCLStorage and file stream.
using PCLStorage;
IFolder rootFolder = await FileSystem.Current.GetFolderFromPathAsync("/storage/emulated/0/Android/data/MyApp.Android/files/Pictures");
var file = await rootFolder.GetFileAsync("picture.png");
Stream stream = await file.OpenAsync(FileAccess.Read);
CCTexture2D texture = new CCTexture2D(stream, CCSurfaceFormat.Color);
var sprite = new CCSprite(texture);
I think file steam is ok, but it doesn't work in creating CCTexture2D
How can I do that?