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Alex Rivera
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While I do have the basic knowledge of OpenGL I'm just starting with libgdx. My question is: why, having the exact same code but only switching from OrthographicCamera to PerspectiveCamera has the effect of no longer displaying any of my SpriteBatches ? Here's the code I use: the create() method: public void create() { textureMesh = new Texture(Gdx.files.internal("data/texMeshTest.png")); textureSpriteBatch = new Texture(Gdx.files.internal("data/texSpriteBatchTest.png")); squareMesh = new Mesh(true, 4, 4, new VertexAttribute(Usage.Position, 3, "a_position") ,new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoords") ); squareMesh.setVertices(new float[] { squareXInitial, squareYInitial, squareZInitial, 0,1, //lower left squareXInitial+squareSize, squareYInitial, squareZInitial, 1,1, //lower right squareXInitial, squareYInitial+squareSize, squareZInitial, 0,0, //upper left squareXInitial+squareSize, squareYInitial+squareSize, squareZInitial,1,0}); //upper right squareMesh.setIndices(new short[] { 0, 1, 2, 3}); spriteBatch = new SpriteBatch(); } and the render() method: public void render() { GLCommon gl = Gdx.gl; camera.update(); camera.apply(Gdx.gl10); spriteBatch.setProjectionMatrix(camera.combined); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glEnable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_TEXTURE_2D); textureMesh.bind(); squareMesh.render(GL10.GL_TRIANGLE_STRIP, 0, 4); spriteBatch.begin(); spriteBatch.draw(textureSpriteBatch, -10, 0); spriteBatch.end(); } Now, if in my resize(int width, int height) method I setup the camera like so: public void resize(int width, int height) { float aspectRatio = (float) width / (floa
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