it would appear as though Display.destroy(); (or perhaps Display.create() Seems to delete all textures that /were/ loaded into the application since runtime. Is there a way to turn this off? It’s annoying to have to reload a lot of HD textures every time you change the display.
But that makes no sense since OpenGL doesn’t have a clue what a texture is. It must be something with your code. But why are you destroying the display? I believe when you call Display.Destroy, it also destroys the OpenGL context, so everything is essentially erased from memory. Why are you destroying your display other than when you exit the program?
Changing things like AA/Displaysize/fullscreen through an ingame options menu.
Display.destroy() destroys the OpenGL context, which means textures go bye-bye. :point:
If you want to change the size of the display, just create a new display mode and update the display with it. Don’t actually destroy the display. Same goes for enabling fullscreen, you can do that without destroying the context.