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Uses of Package com.badlogic.gdx.graphics.g2d (libgdx API)
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<B>Uses of Package
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<TD><A HREF="#com.badlogic.gdx.graphics"><B>com.badlogic.gdx.graphics
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<TD><A HREF="#com.badlogic.gdx.graphics.g2d.tiled"><B>com.badlogic.gdx.graphics.g2d.tiled
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><A HREF="#com.badlogic.gdx.utils"><B>com.badlogic.gdx.utils
</B></A></TD>
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<P>
<A NAME="com.badlogic.gdx.assets.loaders"><!-- --></A>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/BitmapFont.html#com.badlogic.gdx.assets.loaders"><B>BitmapFont
</B></A></B>
<BR>
Renders bitmap fonts.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/BitmapFont.BitmapFontData.html#com.badlogic.gdx.assets.loaders"><B>BitmapFont.BitmapFontData
</B></A></B>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/TextureAtlas.html#com.badlogic.gdx.assets.loaders"><B>TextureAtlas
</B></A></B>
<BR>
Loads images from texture atlases created by TexturePacker.
<br>
<br>
A TextureAtlas must be disposed to free up the resources consumed by the backing textures.
</TD>
</TR>
</TABLE>
<P>
<A NAME="com.badlogic.gdx.graphics"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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Classes in
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/Gdx2DPixmap.html#com.badlogic.gdx.graphics"><B>Gdx2DPixmap
</B></A></B>
<BR>
</TD>
</TR>
</TABLE>
<P>
<A NAME="com.badlogic.gdx.graphics.g2d"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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Classes in
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/BitmapFont.html#com.badlogic.gdx.graphics.g2d"><B>BitmapFont
</B></A></B>
<BR>
Renders bitmap fonts.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/BitmapFont.BitmapFontData.html#com.badlogic.gdx.graphics.g2d"><B>BitmapFont.BitmapFontData
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/BitmapFont.Glyph.html#com.badlogic.gdx.graphics.g2d"><B>BitmapFont.Glyph
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/BitmapFont.HAlignment.html#com.badlogic.gdx.graphics.g2d"><B>BitmapFont.HAlignment
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/BitmapFont.TextBounds.html#com.badlogic.gdx.graphics.g2d"><B>BitmapFont.TextBounds
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/EmptyNinePatch.html#com.badlogic.gdx.graphics.g2d"><B>EmptyNinePatch
</B></A></B>
<BR>
Empty ninepatch for controls that require a ninepatch.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/Gdx2DPixmap.html#com.badlogic.gdx.graphics.g2d"><B>Gdx2DPixmap
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/NinePatch.html#com.badlogic.gdx.graphics.g2d"><B>NinePatch
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/ParticleEffect.html#com.badlogic.gdx.graphics.g2d"><B>ParticleEffect
</B></A></B>
<BR>
See
<a href="http://www.badlogicgames.com/wordpress/?p=1255">http://www.badlogicgames.com/wordpress/?p=1255
</a></TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/ParticleEffectPool.PooledEffect.html#com.badlogic.gdx.graphics.g2d"><B>ParticleEffectPool.PooledEffect
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/ParticleEmitter.html#com.badlogic.gdx.graphics.g2d"><B>ParticleEmitter
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/ParticleEmitter.GradientColorValue.html#com.badlogic.gdx.graphics.g2d"><B>ParticleEmitter.GradientColorValue
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/ParticleEmitter.NumericValue.html#com.badlogic.gdx.graphics.g2d"><B>ParticleEmitter.NumericValue
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/ParticleEmitter.ParticleValue.html#com.badlogic.gdx.graphics.g2d"><B>ParticleEmitter.ParticleValue
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/ParticleEmitter.RangedNumericValue.html#com.badlogic.gdx.graphics.g2d"><B>ParticleEmitter.RangedNumericValue
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/ParticleEmitter.ScaledNumericValue.html#com.badlogic.gdx.graphics.g2d"><B>ParticleEmitter.ScaledNumericValue
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/ParticleEmitter.SpawnEllipseSide.html#com.badlogic.gdx.graphics.g2d"><B>ParticleEmitter.SpawnEllipseSide
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/ParticleEmitter.SpawnShape.html#com.badlogic.gdx.graphics.g2d"><B>ParticleEmitter.SpawnShape
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/ParticleEmitter.SpawnShapeValue.html#com.badlogic.gdx.graphics.g2d"><B>ParticleEmitter.SpawnShapeValue
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/PixmapPacker.Page.html#com.badlogic.gdx.graphics.g2d"><B>PixmapPacker.Page
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/PolygonRegion.html#com.badlogic.gdx.graphics.g2d"><B>PolygonRegion
</B></A></B>
<BR>
Defines a polygon shape on top of a #TextureRegion for minimising pixel drawing.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/PolygonSprite.html#com.badlogic.gdx.graphics.g2d"><B>PolygonSprite
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/PolygonSpriteBatch.html#com.badlogic.gdx.graphics.g2d"><B>PolygonSpriteBatch
</B></A></B>
<BR>
A PolyongSpriteBatch is used to draw 2D polygons that reference a texture (region).
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/Sprite.html#com.badlogic.gdx.graphics.g2d"><B>Sprite
</B></A></B>
<BR>
Holds the geometry, color, and texture information for drawing 2D sprites using
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>SpriteBatch
</CODE></A>.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/SpriteBatch.html#com.badlogic.gdx.graphics.g2d"><B>SpriteBatch
</B></A></B>
<BR>
A SpriteBatch is used to draw 2D rectangles that reference a texture (region).
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/TextureAtlas.html#com.badlogic.gdx.graphics.g2d"><B>TextureAtlas
</B></A></B>
<BR>
Loads images from texture atlases created by TexturePacker.
<br>
<br>
A TextureAtlas must be disposed to free up the resources consumed by the backing textures.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/TextureAtlas.AtlasRegion.html#com.badlogic.gdx.graphics.g2d"><B>TextureAtlas.AtlasRegion
</B></A></B>
<BR>
Describes the region of a packed image and provides information about the original image before it was packed.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/TextureAtlas.TextureAtlasData.html#com.badlogic.gdx.graphics.g2d"><B>TextureAtlas.TextureAtlasData
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/TextureAtlas.TextureAtlasData.Page.html#com.badlogic.gdx.graphics.g2d"><B>TextureAtlas.TextureAtlasData.Page
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/TextureAtlas.TextureAtlasData.Region.html#com.badlogic.gdx.graphics.g2d"><B>TextureAtlas.TextureAtlasData.Region
</B></A></B>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/TextureRegion.html#com.badlogic.gdx.graphics.g2d"><B>TextureRegion
</B></A></B>
<BR>
Defines a rectangular area of a texture.
</TD>
</TR>
</TABLE>
<P>
<A NAME="com.badlogic.gdx.graphics.g2d.tiled"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
Classes in
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/package-summary.html">com.badlogic.gdx.graphics.g2d
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/TextureRegion.html#com.badlogic.gdx.graphics.g2d.tiled"><B>TextureRegion
</B></A></B>
<BR>
Defines a rectangular area of a texture.
</TD>
</TR>
</TABLE>
<P>
<A NAME="com.badlogic.gdx.graphics.g3d.decals"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/TextureRegion.html#com.badlogic.gdx.graphics.g3d.decals"><B>TextureRegion
</B></A></B>
<BR>
Defines a rectangular area of a texture.
</TD>
</TR>
</TABLE>
<P>
<A NAME="com.badlogic.gdx.physics.box2d"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
Classes in
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/SpriteBatch.html#com.badlogic.gdx.physics.box2d"><B>SpriteBatch
</B></A></B>
<BR>
A SpriteBatch is used to draw 2D rectangles that reference a texture (region).
</TD>
</TR>
</TABLE>
<P>
<A NAME="com.badlogic.gdx.scenes.scene2d"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/SpriteBatch.html#com.badlogic.gdx.scenes.scene2d"><B>SpriteBatch
</B></A></B>
<BR>
A SpriteBatch is used to draw 2D rectangles that reference a texture (region).
</TD>
</TR>
</TABLE>
<P>
<A NAME="com.badlogic.gdx.scenes.scene2d.ui"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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A SpriteBatch is used to draw 2D rectangles that reference a texture (region).
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