title: How to scale sprites in libgdx according to screen resolutions?
body: <p>I am trying to scale the texture to fit the screen width. This is what I tried, but it simply repeats the texture. It does not scale it.</p>
  
  <p>In the init method:</p>
  
  <pre><code>TextureLoader.TextureParameter param = new TextureLoader.TextureParameter();
  param.minFilter = Texture.TextureFilter.MipMapLinearLinear;
  param.genMipMaps = true;
  param.wrapU = Texture.TextureWrap.ClampToEdge;
  param.wrapV = Texture.TextureWrap.ClampToEdge;
  manager.load("textures/texture.png", Texture.class, param);
  </code></pre>
  
  <p>In the render method:</p>
  
  <pre><code>Texture tex = manager.get("textures/texture.png", Texture.class);
  float scale = (float)( (float)Gdx.graphics.getWidth() / (float)(tex.getWidth()));
  
  batch.begin();
  Sprite s = new Sprite(tex, 0,0,tex.getWidth(),tex.getHeight());
  
  s.setPosition(0, 0);
  s.setOriginCenter();
  //s.setScale(scale);
  s.setSize(Gdx.graphics.getWidth(), scale * tex.getHeight());
  s.setOrigin(0,0);
  s.draw(batch);
  batch.end();
  </code></pre>
  
  <p>Does anyone have an idea what I am doing wrong?&nbsp;</p>