I'm having a hard time getting a spriteBatch to render in LibGDX. It shows when I run it for the desktop, but not on Android. I sprite I'm trying to render is the star background.
Desktop: http://i.stack.imgur.com/6a4m5.png
Android: http://i.stack.imgur.com/mOvo2.png
Here's my code:
@Override public void render(float delta) { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0, 0, 0, 1); update(delta); spriteBatchBack.begin(); sprite.draw(spriteBatchBack); spriteBatchBack.end(); stage.act(delta); stage.draw(); } public void update(float delta) { scrollTimer += delta * 0.03f; if (scrollTimer > 1.0f) scrollTimer = 0.0f; sprite.setU(scrollTimer); sprite.setU2(scrollTimer + 1); } int width = Gdx.graphics.getWidth(); int height = Gdx.graphics.getHeight(); @Override public void resize(int width, int height) { if (stage == null) { stage = new Stage(width, height, true); stage.clear(); addMusic(); addBackground(); addScence(); stage.addActor(play); stage.addActor(options); stage.addActor(quit); stage.addActor(logoHead); stage.addActor(lblPlay); stage.addActor(lblOptions); stage.addActor(lblQuit); } Gdx.input.setInputProcessor(stage); } public void addBackground() { spriteBatchBack = new SpriteBatch(); Texture spriteTexture = new Texture( Gdx.files.internal("pictures/menuBackground.png")); spriteTexture.setWrap(TextureWrap.Repeat, TextureWrap.Repeat); sprite = new Sprite(spriteTexture, 0, 0, spriteTexture.getWidth(), spriteTexture.getHeight()); sprite.setSize(width, height); }
If there's anything important that I am leaving out, comment and let me know. Thanks!