Here's a tough one for you...
I'm loading images in my game as follows:
fImage[0] = [NSImage imageNamed:@"block1"];
fImage[1] = [NSImage imageNamed:@"block2"];
fImage[2] = [NSImage imageNamed:@"block3"];
fImage[3] = [NSImage imageNamed:@"block4"];
fImage[4] = [NSImage imageNamed:@"block5"];
fImage[5] = [NSImage imageNamed:@"sblocka"];
fImage[6] = [NSImage imageNamed:@"sblockc"];
fImage[7] = [NSImage imageNamed:@"sblockn"];
fImage[8] = [NSImage imageNamed:@"sblockr"];
fImage[9] = [NSImage imageNamed:@"sblocks"];
fImage[10] = [NSImage imageNamed:@"sblockb"];
fImage[11] = [NSImage imageNamed:@"sblockg"];
fImage[12] = [NSImage imageNamed:@"sblockq"];
fImage[13] = [NSImage imageNamed:@"sblocko"];
where fImage is defined in the interface as :
NSImage *fImage[14];
These images are tiff files stored in an images folder/group that IS getting properly bound/copied into the app bundle at compile time (I looked).
I'm doing it the long way for a reason, but I'm open to suggestions to simplify
Now, on to my question. block1-block5 work fine. I can draw w/ them all day long. The sblock series will ONLY load/draw correctly if I'm running my app in the debugger. At normal runtime the image draws in blank (no loading errors or anything like that spit out, runs fine just draws transparent).
These images are all derived from the same photoshop file, the only thing that changes is the background color layer (the sblocks also have a letter on them).
So, any ideas? All help is GREATLY appreciated
