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<TD><A HREF="#com.badlogic.gdx.graphics"><B>com.badlogic.gdx.graphics</B></A></TD>
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<TD><A HREF="#com.badlogic.gdx.graphics.g2d"><B>com.badlogic.gdx.graphics.g2d</B></A></TD>
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<TD><A HREF="#com.badlogic.gdx.graphics.g2d.tiled"><B>com.badlogic.gdx.graphics.g2d.tiled</B></A></TD>
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<TD><A HREF="#com.badlogic.gdx.scenes.scene2d"><B>com.badlogic.gdx.scenes.scene2d</B></A></TD>
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<TD><A HREF="#com.badlogic.gdx.scenes.scene2d.ui"><B>com.badlogic.gdx.scenes.scene2d.ui</B></A></TD>
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<TD><A HREF="#com.badlogic.gdx.scenes.scene2d.utils"><B>com.badlogic.gdx.scenes.scene2d.utils</B></A></TD>
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<P>
<A NAME="com.badlogic.gdx.assets.loaders"><!-- --></A>
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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Classes in <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/package-summary.html">com.badlogic.gdx.graphics.g2d</A> used by <A HREF="../../../../../com/badlogic/gdx/assets/loaders/package-summary.html">com.badlogic.gdx.assets.loaders</A></FONT></TH>
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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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>
&nbsp;
<P>
<A NAME="com.badlogic.gdx.graphics"><!-- --></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</A> used by <A HREF="../../../../../com/badlogic/gdx/graphics/package-summary.html">com.badlogic.gdx.graphics</A></FONT></TH>
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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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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&nbsp;
<P>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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Classes in <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/package-summary.html">com.badlogic.gdx.graphics.g2d</A> used by <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/package-summary.html">com.badlogic.gdx.graphics.g2d</A></FONT></TH>
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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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A 3x3 grid of texture regions.</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;See <a href="http://www.badlogicgames.com/wordpress/?p=1255">http://www.badlogicgames.com/wordpress/?p=1255</a></TD>
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<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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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.AtlasSprite.html#com.badlogic.gdx.graphics.g2d"><B>TextureAtlas.AtlasSprite</B></A></B>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A sprite that, if whitespace was stripped from the region when it was packed, is automatically positioned as if whitespace
 had not been stripped.</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines a rectangular area of a texture.</TD>
</TR>
</TABLE>
&nbsp;
<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</A> used by <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/tiled/package-summary.html">com.badlogic.gdx.graphics.g2d.tiled</A></FONT></TH>
</TR>
<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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines a rectangular area of a texture.</TD>
</TR>
</TABLE>
&nbsp;
<P>
<A NAME="com.badlogic.gdx.graphics.g3d.decals"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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Classes in <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/package-summary.html">com.badlogic.gdx.graphics.g2d</A> used by <A HREF="../../../../../com/badlogic/gdx/graphics/g3d/decals/package-summary.html">com.badlogic.gdx.graphics.g3d.decals</A></FONT></TH>
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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>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines a rectangular area of a texture.</TD>
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<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/SpriteBatch.html#com.badlogic.gdx.scenes.scene2d"><B>SpriteBatch</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 A SpriteBatch is used to draw 2D rectangles that reference a texture (region).</TD>
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<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/BitmapFont.html#com.badlogic.gdx.scenes.scene2d.ui"><B>BitmapFont</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Renders bitmap fonts.</TD>
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<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/NinePatch.html#com.badlogic.gdx.scenes.scene2d.ui"><B>NinePatch</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A 3x3 grid of texture regions.</TD>
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<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/Sprite.html#com.badlogic.gdx.scenes.scene2d.ui"><B>Sprite</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>
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<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 A SpriteBatch is used to draw 2D rectangles that reference a texture (region).</TD>
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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.scenes.scene2d.ui"><B>TextureAtlas</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>
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<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/TextureRegion.html#com.badlogic.gdx.scenes.scene2d.ui"><B>TextureRegion</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines a rectangular area of a texture.</TD>
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</TABLE>
&nbsp;
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A 3x3 grid of texture regions.</TD>
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<TD><B><A HREF="../../../../../com/badlogic/gdx/graphics/g2d/class-use/Sprite.html#com.badlogic.gdx.scenes.scene2d.utils"><B>Sprite</B></A></B>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>
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<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
 A SpriteBatch is used to draw 2D rectangles that reference a texture (region).</TD>
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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.scenes.scene2d.utils"><B>TextureRegion</B></A></B>

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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines a rectangular area of a texture.</TD>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines a rectangular area of a texture.</TD>
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