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for(
ptrObject = orxOBJECT( orxStructure_GetFirst( orxSTRUCTURE_ID_OBJECT ) );
ptrObject != orxNULL;
ptrObject = orxOBJECT( orxStructure_GetNext( ptrObject ) )
)
{
orxObject_SetLifeTime(ptrObject, 0.0f);
}
Comments
Well resources will always get reloaded if needed, you can see that happening in the default playground that comes with orx where the ball objects get deleted via the LifeTime handling and get created via left click.
If you get a white square, that means a texture has been loaded/used as if no texture were found, the object wouldn't even be sent to the renderer.
So it's either a bug somewhere in orx or a possible misuse.
Could we get more config/code details of your case?
And thats the relevant(I hope so) config:
There were no error messages.
In fear this is not sufficient I've uploaded the project
on Dropbox for you: Download
This was created on Ubuntu 12.04 64bit.
Thanks for the details and mostly for the project, without that I wouldn't have found the bug that easily!
That bug happened in a very specific use case which doesn't often happen in real game situation, hence no one ever reported it so far.
What is happening in the display plugins is that we cache the latest used texture to prevent unnecessary texture binding. In your case you were only using one single texture, then deleting all the objects referencing that texture lead to unloading the texture (but not clearing the cached value!), then recreating an object right after that would re-load that same texture at the exact same memory address (that's the important bit and unlikely to happen in a real game/multi-texture situation) which lead the cache to think that we were still rendering the exact same texture and not triggering a rebind of it with OpenGL, thus leading to that white display.
I've fixed all the non-deprecated plugins (latest svn version) for all supported platforms but haven't got the opportunity tested on iOS/Android. That being said I'm confident the fix was simple enough to work on those platforms too.
Thanks for reporting that issue and let us know if you encounter any other problem!