# Graphics not being displayed on OUYA

I hope its not too early to be asking OUYA dev questions, but I just got my dev kit and I want to get my game running ASAP! I am using LibGDX as my framework for my game and launching the Android backend on the OUYA. Everything seems fine except that none of my graphics are being displayed! I can only tell what's going on because of Box2D's DebugDraw showing my physics. I am using LibGdx's Spritebatch and OpenGL ES 2.0. Everything is working pefectly on my desktop and Android (phone) backends.

Am I doing something wrong with handling my resources for OUYA? What could be the problem? Could this be because I store my graphics in the assets folder instead of /res?

Edit: Here's a logcat output: http://pastebin.com/BbPyPCcR

• A simple check of your images will easily prove/dis-prove your theory. That is assuming if an image can't be found something gets returned to show the error.. – dan369 Jan 2 '13 at 6:13
• Yeah, I'm not sure how to do that. I'm using Libgdx and there are no errors, everything is running smoothly. – Amplify91 Jan 2 '13 at 7:05
• I have just updated to LibGDX v0.9.7 to no avail. I assumed that some updated libraries/drivers would do the trick, but no dice. – Amplify91 Jan 7 '13 at 22:27
• I don't think many people have experience with OUYA. Perhaps it's better if you ask on their forums and paste the answer your self? – Sidar Jan 8 '13 at 1:05
• I don't think it's libgdx though. But yeah you could try and see if a clean project displaying one sprite in the center works though. – Sidar Jan 8 '13 at 2:11

I don't know much about ouya but seeing the log,

01-02 07:09:21.490: W/PackageManager(305): java.lang.NullPointerException

01-02 07:09:21.490: W/PackageManager(305):      at android.app.ApplicationPackageManager.putCachedIcon(ApplicationPackageManager.java:782)

01-02 07:09:21.490: W/PackageManager(305):      at android.app.ApplicationPackageManager.getDrawable(ApplicationPackageManager.java:618)