Tiling a texture in LibGDX

Hi all, I’m attempting to tile a texture in LibGDX with GL_REPEAT but when I render this, it stretches the image instead of repeating:


import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
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.Texture.TextureWrap;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;

public class MyApp extends Game implements ApplicationListener {
	public static final String LOG = "LOGIT";

	protected Texture background;
	protected SpriteBatch batch;

	@Override
	public void create() {
		batch = new SpriteBatch();
		background = ImageLoader.loadTexture("groundtile.png");
		background.setWrap(TextureWrap.Repeat, TextureWrap.Repeat);

		setScreen(new IntroScreen());
	}

	@Override
	public void render() {
		float w = Gdx.graphics.getWidth();
		float h = Gdx.graphics.getHeight();
		batch.begin();
		batch.draw(background, 0, 0, w, h, 0, 0, w/128.0f, h/128.0f);
		batch.end();
		super.render();
	}
}


I believe I do have the UV coordinates right in batch.draw(…) so what could be wrong?

Thanks in advance