# Resource loading issue: Display stays blank when using drawBitmap in Alloy js

**URL:** <https://forum.repebble.com/t/resource-loading-issue-display-stays-blank-when-using-drawbitmap-in-alloy-js/336>\
**Category:** Watchapp/Face Developers Corner\
**Created:** [March 2, 2026, 12:47pm UTC](https://forum.repebble.com/t/resource-loading-issue-display-stays-blank-when-using-drawbitmap-in-alloy-js/336 "2026-03-02T12:47:26Z")\
**Posts on this page:** 1\
**Showing post:** 3

<div class="post-metadata">

**Author:** ![Axel](https://avatars.discourse-cdn.com/v4/letter/a/6de8d8/32.png) [@Axel](https://forum.repebble.com/u/Axel)\
**Post date:** [May 8, 2026, 6:06am UTC](https://forum.repebble.com/t/resource-loading-issue-display-stays-blank-when-using-drawbitmap-in-alloy-js/336/3 "2026-05-08T06:06:37Z")

</div>

I finally found the solution, the trick is to first click here to add the image:

 ![image](https://canada1.discourse-cdn.com/flex033/uploads/pebble1/original/1X/da7389a6a08e6c0fa7cc0d0d3b6a59eed89e42d8.png)

In the code:

import Poco from “commodetto/Poco”;  
…  
// load first bitmap of the ressources  
let background = new Poco.PebbleBitmap(1);  
…  
// draw background picture  
render.begin();  
render.drawBitmap(background, 0, 0);

That’s it, bingo

 ![image](https://canada1.discourse-cdn.com/flex033/uploads/pebble1/original/1X/e040bf572ea630eec6e5dbade05caa1e5f9d081a.png)

---

_[View the full topic](https://forum.repebble.com/t/resource-loading-issue-display-stays-blank-when-using-drawbitmap-in-alloy-js/336)._
