Problems when trying to render a Sprite when rendering stage :(

So I’m currently making the MainMenu screen for my game, but I when I try to render both the stage and the logo, it just shows the logo as a big white box on the screen :frowning: Im a newbie with libGdx so this is probably simple for you experts :stuck_out_tongue:

Here’s the code:

package com.mayogames.zombiecubes;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton.TextButtonStyle;

public class MainMenu implements Screen {
	
	ZombieCubes zombieCubes;
	Stage stage;
	BitmapFont black;
	BitmapFont white;
	TextureAtlas atlas;
	Skin skin;
	SpriteBatch batch;
	TextButton playButton;
	OrthographicCamera camera;
	Texture logoTexture;
	Sprite logoSprite;
	
	public MainMenu(ZombieCubes zombieCubes){
		this.zombieCubes = zombieCubes;
	}

	@Override
	public void render(float delta) {
		Gdx.gl.glClearColor(0, 0, 0, 1);
		Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
		
		stage.act(delta);
		
		batch.begin();
		batch.draw(logoSprite, 0, 0);
		stage.draw();
		batch.end();
	}

	@Override
	public void resize(int width, int height) {
		if(stage == null) stage = new Stage(width, height, true);{
		stage.clear();
		
		Gdx.input.setInputProcessor(stage);
		
		logoTexture = new Texture(Gdx.files.internal("data/ZombieCubesLogo.png"));
		logoTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
		logoSprite = new Sprite(logoTexture);
		logoSprite.setX(100);
		logoSprite.setY(50);
		
		TextButtonStyle style = new TextButtonStyle();
		style.up = skin.getDrawable("button");
		style.down = skin.getDrawable("buttonpressed");
		style.font = white;
		
		playButton = new TextButton("Play!", style);
		playButton.setWidth(600);
		playButton.setHeight(50);
		playButton.setX(Gdx.graphics.getWidth() / 2 - (playButton.getWidth() / 2));
		playButton.setY(Gdx.graphics.getHeight() / 2 - (playButton.getHeight() / 2));
		
		stage.addActor(playButton);
		}
	}

	@Override
	public void show() {
		batch = new SpriteBatch();
		atlas = new TextureAtlas("data/button.atlas");
		skin = new Skin();
		skin.addRegions(atlas);
		black = new BitmapFont(Gdx.files.internal("data/black.fnt"), false);
		white = new BitmapFont(Gdx.files.internal("data/white.fnt"), false);
		
	}

	@Override
	public void hide() {
		dispose();
	}

	@Override
	public void pause() {
		
		
	}

	@Override
	public void resume() {
		
		
	}

	@Override
	public void dispose() {
		batch.dispose();
		skin.dispose();
		atlas.dispose();
		black.dispose();
		white.dispose();
		stage.dispose();
		
	}

}

And yes the image size is PoT :stuck_out_tongue: