Originally Posted by semlar
Nonblocking means it doesn't make the game wait for the texture to load before it continues doing other things.
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Ok.
nonBlocking="true" is the bad guy.
Setting it to nil will fix the problem. Don't know why or what exactly wents wrong ... but the texture does show up.
Just add
Lua Code:
TempEnchant1Icon:SetNonBlocking(nil)
TempEnchant2Icon:SetNonBlocking(nil)
TempEnchant3Icon:SetNonBlocking(nil)
to you global code.
[e]
I think the basic problem is like this:
The code sets the texture on every onupdate - again and again.
And nonBlocking="true" means the interface does not wait for the loading process to be finished. Which means the texture loading starts and before even a single line of the texture is loaded into the texture frame the loading process starts again. Which leads to a "empty" texture.
If the icons texture is cached then the 'loading process' is fast enough to load it within a single onupdate into the texture frame. If it is not cached (if it was not shown before ... like with the actionbar) than it is not fast enough (the icon must be loaded from disk ... which is to slow to finish within a single onupdate timeframe).
At least something like that.