CCSpriteBatchNode not showing sprite when resuming app

Hi ,

the following code is working perfectly on IOS showing the sprite correctly when resuming
while on Android the sprite is correctly displayed on initial launch ; but when resuming app a ‘blinking’ white area
is showing at sprite location instead of sprite (FPS area is also blinking when application resumes)

//_batcNode being defined in helloworld.h private with following code in init method on generated hellowolrd project
_batchNode = CCSpriteBatchNode::batchNodeWithFile(“Sprites.pvr.ccz”,10) ;
this->addChild(_batchNode) ;
CCSpriteFrameCache::sharedSpriteFrameCache()>addSpriteFramesWithFile ;
CCSprite* sprite = CCSprite::spriteWithSpriteFrameName ;
_batchNode
>addChild(sprite);

CCSize winSize = CCDirector::sharedDirector()>getWinSize ;
sprite
>setPosition(ccp(winSize.width * 0.1 , winSize.height * 0.5) ) ;

problem both occurs on device or emulator.
NDK used : android-ndk-r7

Replacing CCSPriteBatchNode by a standard Sprite:initWithFile fixes the above problem.
Is it a bug or something wrong in above code ?

Thanks

It maybe be a bug after context loss.

Maybe this can help:
http://www.cocos2d-x.org/boards/10/topics/7670

It worked for me when using PVR & batch node.

i have the same code for my sprites except that i use a .png sprite sheet file and it works fine, it’s probably not because of that since your fps counter is also blinking, but worth a shot.