use a Spritebatch, Textureregions, and Sprites
TextureRegion
TextureRegion
s can be created without a texture. This is useful if a region should be populated with a texture at another point in time. Doing so however bears the risk of a NullPointerException if this initialization is not done and the region is drawn. To prevent this, draw calls can be protected:
private SpriteBatch spriteBatch = SpriteBatch();
private TextureRegion textureRegion = new TextureRegion();
@override
public void render(float deltaTime)
{
spriteBatch.begin();
if(textureRegion.getTexture() != null)
{
spriteBatch.draw(textureRegion, 0f, 0f, 1024f, 512f);
}
spriteBatch.end();
}