How to scale sprites in libgdx according to screen resolutions?
Clash Royale CLAN TAG #URR8PPP How to scale sprites in libgdx according to screen resolutions? 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....