Display.newImageRect results in black rectangle

As of yesterday, image files were being pulled from the image folder correctly to build character models, but now most of the calls to display.newImageRect result in a black rectangle. This glitch only occurs on iOS, not in Android or the Simulator. Any suggestions? 

There have been no changes to the code involved with loading images. 

What version of CoronaSDK are you using?  Which version of OS X are you running the Simulator on?  Any messages in the console?

Corona: v2014.2393

OSX: 10.9.5 

There are no messages in the console that would indicate being unable to load the images or anything of that nature, and the issue is that it works in the simulator, and on Android. However, when the application is built for iOS, the error occurs when building character models and loading most of the images, but, curiously, using the exact same module in another scene (a far less complicated scene) works still. Texture memory used stands around 15MB. I don’t know, if that might be the cause of the error, but I’m fairly certain that it isn’t. As I said, the curious thing is that a build from 2 days ago still works and loads the images just fine. 

Here’s a screen shot of the issue.

For clarity, all image files are PNGs.

The same bug occurs on earlier application builds (the .app) that previously functioned. So, this might be an issue with iOS or, at least, our app’s compatibility with the latest version of iOS 8?

Using an older version of XCode and Corona seems to work only when building the older version of the application. Furthermore, purposely misspelling file names results in a different error. So, it’s not that the images are not being found. Using the same image files in a working build on another machine doesn’t produce the glitch either. Nor does transferring copying the modules for image loading over to the older build.

I’m seriously baffled.

Are you doing anything special to “optimize” your PNGs?  Have you changed the way they are generated?  iOS used to be a bit fussy about how this is done (hence "pngcrush"s existence in the depths of Xcode) but has been much more lenient of late.

If you want to experiment with this, take a look at the PNG File Processing section in the documentation but I don’t recommend trying to ship your app with this setting.

Honestly, there have been no “optimizations” of the PNGs, other than keeping them within a size that doesn’t push texture memory into the upper limits. We’re using the Spine runtime, but that hasn’t caused any issues in the past and doesn’t seem to have a special way of treating PNG files.

What version of CoronaSDK are you using?  Which version of OS X are you running the Simulator on?  Any messages in the console?

Corona: v2014.2393

OSX: 10.9.5 

There are no messages in the console that would indicate being unable to load the images or anything of that nature, and the issue is that it works in the simulator, and on Android. However, when the application is built for iOS, the error occurs when building character models and loading most of the images, but, curiously, using the exact same module in another scene (a far less complicated scene) works still. Texture memory used stands around 15MB. I don’t know, if that might be the cause of the error, but I’m fairly certain that it isn’t. As I said, the curious thing is that a build from 2 days ago still works and loads the images just fine. 

Here’s a screen shot of the issue.

For clarity, all image files are PNGs.

The same bug occurs on earlier application builds (the .app) that previously functioned. So, this might be an issue with iOS or, at least, our app’s compatibility with the latest version of iOS 8?

Using an older version of XCode and Corona seems to work only when building the older version of the application. Furthermore, purposely misspelling file names results in a different error. So, it’s not that the images are not being found. Using the same image files in a working build on another machine doesn’t produce the glitch either. Nor does transferring copying the modules for image loading over to the older build.

I’m seriously baffled.

Are you doing anything special to “optimize” your PNGs?  Have you changed the way they are generated?  iOS used to be a bit fussy about how this is done (hence "pngcrush"s existence in the depths of Xcode) but has been much more lenient of late.

If you want to experiment with this, take a look at the PNG File Processing section in the documentation but I don’t recommend trying to ship your app with this setting.

Honestly, there have been no “optimizations” of the PNGs, other than keeping them within a size that doesn’t push texture memory into the upper limits. We’re using the Spine runtime, but that hasn’t caused any issues in the past and doesn’t seem to have a special way of treating PNG files.