> > > A thing you can try is moving the RESOUCE(...) after the director.init, > having the visible window hopefully means the texture load will go into the > visible window openGL context, and not in the shadow window shared context. > Just try, it is easy. > > I tried that with the vbox system and, as you said, solved the "all white" sprite problem.
> VMs are tricky for games (timing issues, the guest host talks to virtual > drivers which talks to the host drivers...), by example > https://apple.stackexchange.com/questions/246251/opengl-2-0-on-windows-10-on-virtualbox-on-el-capitan > > By the way, the second answer solves gl problems with Blender, may be you > can repurpose for pyglet (at your own risk, I never tried to run a game in > a VM) > > Ok, I was not aware of the graphic issues with vms and windows, my bad. So it looks like this is not a cocos2d bug but about system requirements of the os. Thanks! -- You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at https://groups.google.com/group/cocos-discuss. For more options, visit https://groups.google.com/d/optout.
