Have you done a test on another PC?
I get the problem on 2 PCs and an Android phone
But you should not be loading a ton of button images. It would be best to load a single button background and then create text objects from a custom text image. Should be much faster and take up less memory.
I load one image and create all buttons from it (Sprite + Text overlaid). When a selection is made, I unload the sprites, image and text. If a new menu is required, I load the image again and repeat.
Is there any reason you can't load the images just once? Maybe it's related to reloading the same image over and again after physics or something else has been initialised?
I will try loading it just once to see what impact this has. The reason for reloading is that this is a standalone piece of code, that I can drop into any project to create menus. Loading the image for each menu makes it more portable and configurable.
There's no physics involved, so this can discounted.
Are you using a background image or setting the refresh colour? Maybe it's the screen not fully refreshing? Add a screen sized sprite the same colour as your background behind the menu sprites maybe?
This may have started when I changed the refresh colour to a dark grey from the default black. I'll check that too
are you deleting / hiding the sprites or are you just setting the image to zero? A zero imageID would cause a white sprite too
I deleteSprite() followed by deleteImage(). But the effect is almost like I deleted the image and the sprite stayed.
I'll report back when I've tested again later, thanks for all the ideas