title: libGDX using Stage and Actor produces different camera angles on desktop and Android Phone
body: <p>libGDX using Stage and Actor produces different camera angles on desktop and Android Phone.</p>
  
  <p>Here are pictures demonstrating the problem: <a href="http://brandonyuh.minus.com/mFpdTSgN17VUq" rel="nofollow">http://brandonyuh.minus.com/mFpdTSgN17VUq</a></p>
  
  <p>On the desktop version, the image takes up almost all the screen. On the Android phone it only takes up a bit of the screen.</p>
  
  <p>Here's the code (not my actual project but I isolated the problem):</p>
  
  <pre><code>package com.me.mygdxgame2;
  import com.badlogic.gdx.*;
  import com.badlogic.gdx.graphics.*;
  import com.badlogic.gdx.graphics.Texture.TextureFilter;
  import com.badlogic.gdx.graphics.g2d.*;
  import com.badlogic.gdx.scenes.scene2d.*;
  public class MyGdxGame2 implements ApplicationListener {
      private Stage stage;
      public void create() {
          stage = new Stage();
          stage.addActor(new ActorHi());
      }
      public void render() {
          Gdx.gl.glClearColor(0, 1, 0, 1);
          Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
          stage.draw();
      }
      public void dispose() {}
      public void resize(int width, int height) {}
      public void pause() {}
      public void resume() {}
      public class ActorHi extends Actor {
          private Sprite sprite;
          public ActorHi() {
              Texture texture = new Texture(Gdx.files.internal("data/hi.png"));
              texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
              sprite = new Sprite(new TextureRegion(texture, 0, 0, 128, 128));
              sprite.setBounds(0, 0, 300.0f, 300.0f);
          }
          public void draw(SpriteBatch batch, float parentAlpha) {
              sprite.draw(batch);
          }
      }
  }
  </code></pre>
  
  <p>hi.png is included in the above link</p>
  
  <p>Thank you very much for answering my question. I've spent 3 days trying to figure it out. </p>