You should be able to test your code by using the absolute (full) path to the image. That will verify that the code is actually working.
To be able to use resources with an absolute path you should create a Build Phase to Copy Files. The Destination should be set to 'Product Directory'. You can leave Subpath blank or provide a directory to place the resource in (this will be useful when you get a lot of resources) eg textures. If you supply a Subpath then alter your code so it would be textures/LAND.bmp
You would also use the build phase for packaging the SDL2.framework and any others e.g. SDL2_image etc with your final application. This would allow users who don't have SDL on their machines to run the app. To do this create another build phase with the Detination set to 'Frameworks' and leave the Subpath empty. Then just add any frameworks you want to package with the app. One other setting you will want to make in Build Settings is to change 'Runpath Search Paths' (found under 'Linking') to be @executeable_path/../Frameworks
so that the application knows where to find packaged frameworks
I have a tutorial on configuring SDL2 in Xcode along with a template to make it quick