title: LibGDX iOS RoboVM Landscape Orientation not fullscreen
body: <hr>
  
  <p><strong>FIXED IN LIBGDX 1.4.1</strong></p>
  
  <p>Thank you BadLogic, you guys rock!</p>
  
  <hr>
  
  <p>The project was generated using the gdx-setup.jar file in stable build Version 1.3.1 for testing purposes. (I show later how I update LibGDX to latest snapshot)</p>
  
  <p>Here is a screenshot of the project on a mac desktop:</p>
  
  <p>*** I can't post images, here is the URL:  <a href="http://i.imgur.com/ma43B8V.png" rel="nofollow">http://i.imgur.com/ma43B8V.png</a></p>
  
  <p>Here is a screenshot of the project on an iPhone 5s:</p>
  
  <p>*** I can't post images, here is the URL:  <a href="http://i.imgur.com/YQI9VhS.png" rel="nofollow">http://i.imgur.com/YQI9VhS.png</a></p>
  
  <p>Here is my build.gradle file from my project root folder. </p>
  
  <pre><code>buildscript {
      repositories {
          mavenCentral()
      }
      dependencies {
          classpath 'org.robovm:robovm-gradle-plugin:1.0.0-alpha-04'
      }
  }
  
  allprojects {
      apply plugin: "eclipse"
      apply plugin: "idea"
  
      version = '1.0'
      ext {
          appName = 'my-gdx-game'
          gdxVersion = '1.3.2-SNAPSHOT'
          roboVMVersion = '1.0.0-alpha-04'
      }
  
      repositories {
          mavenCentral()
          maven { url "https://oss.sonatype.org/content/repositories/snapshots/" }
          maven { url "https://oss.sonatype.org/content/repositories/releases/" }
      }
  }
  </code></pre>
  
  <p>After making changes to this file, I refreshed my project using Gradle. It built successfully so I know that it worked.</p>
  
  <p>You can see the I have the latest possible versions of LibGDX and RoboVM. The only change I made to the code generated is the image size fit the screen, showing the inconsistency in screen sizing. Code presented here:</p>
  
  <pre><code>package com.mygdx.game;
  
  import com.badlogic.gdx.ApplicationAdapter;
  import com.badlogic.gdx.Gdx;
  import com.badlogic.gdx.graphics.GL20;
  import com.badlogic.gdx.graphics.Texture;
  import com.badlogic.gdx.graphics.g2d.SpriteBatch;
  
  public class MyGdxGame extends ApplicationAdapter {
      SpriteBatch batch;
      Texture img;
  
      @Override
      public void create () {
          batch = new SpriteBatch();
          img = new Texture("badlogic.jpg");
      }
  
      @Override
      public void render () {
          Gdx.gl.glClearColor(1, 0, 0, 1);
          Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
          batch.begin();
          batch.draw(img, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); 
          batch.end();
      }
  
      // The original code is just batch.draw(img, 0, 0);
      // I added a width and height to stretch the image to full screen
      // This change only applies to the image, not resolution or aspect ratio of viewport
  }
  </code></pre>
  
  <p>I'm really struggling to figure this out, any help is greatly appreciated!</p>