# What's the difference between setTransformMatrix and setProjectionMatrix in LibGDX?

There are two method of SpriteBatch in LibGDX: setTransformMatrxi and setProjectionMatrix.

I know one can use batch.setProjectionMatrix(camera.combined) to define how/where an object should be rendered on the screen. But then what does setTransformMatrix do?

I googled "difference between transform matrix and projection matrix" but no luck.

Don't use this matrix to move stuff around, it's not meant to. This matrix defines how to render your geometry. For example, this can make the game render in a perspective projection (things farther away are smaller) or in an ortographic projection (everything is the same size). This is where camera.combined should go.