You better try loading as an assets instead of a resource:
gl::TextureRef texImagen;
texImagen = gl::Texture::create( loadImage( getAssetPath( "image.jpg" ) ) );
Where image.jpg
is located int the assets folder. Assets are loaded at runtime from this assets folder. This folder can be at the same leve of the program or up to three above.
Resources are located in the resources folders and are copied at compilation stage and packaged with the app or executable.
To use the include the resources header
#include "Resources.h"
which contains something like this
#pragma once
#include "cinder/CinderResources.h"
#define MY_IMAGE CINDER_RESOURCE( ../resources/, image.jpg, 1, IMAGE )
Then you can load it
texImagen = gl::Texture::create( loadResource( MY_IMAGE ) );
Beware that if you are in Xcode, your image must be added to your project, just drag it to the project tree.