I am trying to scale the texture to fit the screen width. This is what I tried, but it simply repeats the texture. It does not scale it.
In the init method:
TextureLoader.TextureParameter param = new TextureLoader.TextureParameter();
param.minFilter = Texture.TextureFilter.MipMapLinearLinear;
param.genMipMaps = true;
param.wrapU = Texture.TextureWrap.ClampToEdge;
param.wrapV = Texture.TextureWrap.ClampToEdge;
manager.load("textures/texture.png", Texture.class, param);
In the render method:
Texture tex = manager.get("textures/texture.png", Texture.class);
float scale = (float)( (float)Gdx.graphics.getWidth() / (float)(tex.getWidth()));
batch.begin();
Sprite s = new Sprite(tex, 0,0,tex.getWidth(),tex.getHeight());
s.setPosition(0, 0);
s.setOriginCenter();
//s.setScale(scale);
s.setSize(Gdx.graphics.getWidth(), scale * tex.getHeight());
s.setOrigin(0,0);
s.draw(batch);
batch.end();
Does anyone have an idea what I am doing wrong?
camera
and/orViewport
s. Once you understood them they can make many things a lot easier. One thing you always have to remember: You DON'T want to use pixels. Devices have different resolutions and you really don't want to have a resolution-dependent game, especially not, when you are developing for android devices! So read thecamera
/viewport
tutorials and you will see it's advantage – Juvenilia