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orxSTATUS status;
orxRGBA color;
color.u8B = 255.0;
orxVECTOR pos;
pos.fX = 200.0;
pos.fY = 200.0;
status = orxDisplay_DrawCircle(&pos,100.0,color,true);
and some variations but
Comments
You need to fully specify your color, including the alpha value (aka opacity). Try:
Currently the orxDisplay_Draw*() functions are only supported from within the rendering time frame (ie. after orxRENDER_EVENT_START and before orxRENDER_EVENT_STOP).
The usual method being to issue custom draw calls when receiving the render eventa for a dummy object, allowing the user to control the order of rendering within a scene.
I can easily change the code to allow draw calls from outside that time period though. I'll update the code tonight. If you sync tomorrow, it should be working in your case.
edit: can you do this for drawLine too?
What happened before is that your draw call was working, but the screen was cleared to black at the beginning of the first phase of rendering.
Now the clearing happens right after the buffer swap, so any draw call in any place in your code should work.