title: SKShapeNode fillTexture sometimes not working with Swift
body: <p>I'm trying to fill a simple <code>SKShapeNode</code> square specified via points with a texture. It's supposed to be pretty simple, since you can now set the <code>.fillTexture</code> attribute to an <code>SKTexture</code> of your choosing. </p>
  
  <p>However, I had really inconsistent results, with a brief period of grace where the texture would actually show. Then I would try to change to another texture and the new texture wouldn't show. It seems like the size of the square may also influence whether the texture shows or not...?</p>
  
  <blockquote>
    <p><strong>GameScene.swift</strong></p>
  </blockquote>
  
  <pre><code>import SpriteKit
  
  class GameScene: SKScene {
  
      override func didMoveToView(view: SKView) {
          /* Setup your scene here */
  
          // Set background
          let background = SKSpriteNode(imageNamed: "background")
          background.position = CGPoint(x: 0, y: 0)
          background.anchorPoint = CGPoint(x: 0, y: 0)
          addChild(background)
  
          // Record scene size
          let w = self.size.width
          let h = self.size.height
  
          // Screen center
          let center = CGPoint(x: w/2, y: h/2)
  
          // Make points
          let squarePoints = UnsafeMutablePointer&lt;CGPoint&gt;.alloc(5)
          squarePoints[0] = CGPoint(x: -40, y: -40)
          squarePoints[1] = CGPoint(x:  40, y: -40)
          squarePoints[2] = CGPoint(x:  40, y:  40)
          squarePoints[3] = CGPoint(x: -40, y:  40)
          squarePoints[4] = CGPoint(x: -40, y: -40)
  
  
          // Make the SKShapeNode
          var square = SKShapeNode(points: squarePoints, count: 5)
          square.strokeColor = UIColor.whiteColor()
          square.lineWidth = 2.0
          square.position = center
          square.fillTexture = SKTexture(imageNamed: "square")
          addChild(square)
  
          // Define an action
          var action = SKAction.rotateByAngle(-1.0, duration: 1.0)
          square.runAction(SKAction.repeatActionForever(action))
  
          //
      }
  
      override func update(currentTime: CFTimeInterval) {
          /* Called before each frame is rendered */
      }
  }
  </code></pre>
  
  <blockquote>
    <p><strong>GameViewController.swift</strong></p>
  </blockquote>
  
  <pre><code>import UIKit
  import SpriteKit
  
  class GameViewController: UIViewController {
  
      override func viewDidLoad() {
          super.viewDidLoad()
  
          let scene = GameScene(size: view.bounds.size)
          let skView = view as! SKView
          skView.showsFPS = true
          skView.showsNodeCount = true
          scene.scaleMode = .ResizeFill
          skView.presentScene(scene)
  
      }
  
      override func didReceiveMemoryWarning() {
          super.didReceiveMemoryWarning()
          // Release any cached data, images, etc that aren't in use.
      }
  
      override func prefersStatusBarHidden() -&gt; Bool {
          return true
      }
  }
  </code></pre>
  
  <p>I really have nothing else in the code. The result is a rotating empty white square with no fill on top of the background image. I'd post a screenshot, but I can't yet.</p>