Okay well I have some results. Firstly, there really isnt anything to see on the screenshots. Its all blank expect one button which manages to load at the beginning until the graphics break.
So I tested your example. All good. I see the texture was 256 so I swapped my stars.png. - it breaks on the Nexus7. I had a quick look again at the texture and see its 512x400. Oops I thought. Guessing this should be square so I go back to the app that broke and check that texture. Well thats square 512x512. So how come that is breaking still? I use my code that I pasted above and that doesnt break so now im confused!. One last test is that I copy this bit from your example and paste in my breaking app, after I set up my filled objects:
–display.setDefault( “textureWrapX”, “clampToEdge” )
–display.setDefault( “textureWrapY”, “clampToEdge” )
Now it doesnt break.
The stars.png is not used anywhere else in the game,
It seems that leaving that texture wrap setting as it is after the fill objects are set up breaks the game.
Makes me wonder if its a good idea setting up a global graphics setting then setting it back for each object and is the wrong way and perhaps instead the texture wrapping should be set up on the object so then your core code will automatically set it back after its set.