I am using libgdx to implement a Parallax background. Now I need to show some animated object over the background. I downloaded a sprite sheet(with images of objects on white background), and split it using TextureRegion.split() method. But when I draw the objects to screen, white background is shown along with the object as in this image:Removing white background

I tried using batch.enableBlending() but it didn't work. Is there any way to resolve this issue? Or should I code only using individual sprites with transparent background? Here is a brief code snippet :

public class Animator extends Actor{
        int FRAME_COLS = 3, FRAME_ROWS = 3;

        Animation<TextureRegion> eagleAnimation;
        Texture eagleSheet;
        float stateTime;

        Animator(Texture sheet) {
            eagleSheet = sheet;
            TextureRegion[][] tmp = TextureRegion.split(eagleSheet, eagleSheet.getWidth()/FRAME_COLS,
            TextureRegion[] eagleFrames = new TextureRegion[FRAME_COLS*FRAME_ROWS];

            int index = 0;
            for(int i = 0; i < FRAME_ROWS; i++) {
                for(int j = 0; j < FRAME_COLS; j++) {
                    eagleFrames[index++] = tmp[i][j];

            eagleAnimation = new Animation<TextureRegion>(0.09f, eagleFrames);
            stateTime = 0f;

        public void draw(Batch batch, float parentAlpha) {
            stateTime += Gdx.graphics.getDeltaTime();

            TextureRegion currentFrame = eagleAnimation.getKeyFrame(stateTime, true);
            batch.enableBlending(); // doesn't work
            batch.draw(currentFrame, 250, 250, 264, 264);



This is where I call above class from :

    public class GameScreen implements Screen {

        MyGdxGame game;

        Texture eagleSheet;
        OrthographicCamera camera;
        Array<Texture> layers;
        Stage stage;

        public GameScreen(MyGdxGame game) {
            this.game = game;
            stage = new Stage(new ScreenViewport());
            camera = (OrthographicCamera) stage.getViewport().getCamera();

            layers = new Array<Texture>();

            for(int i = 1 ; i <= 6; i++) {
                layers.add(new Texture(Gdx.files.internal("parallax/img" + i + ".png")));
            ParallaxBackground parallaxBackground = new ParallaxBackground(layers);
            parallaxBackground.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());

            eagleSheet = new Texture(Gdx.files.internal("eagle.png"));
            Animator animator = new Animator(eagleSheet);
            animator.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());


        public void render (float delta) {
            Gdx.gl.glClearColor(1, 0, 0, 1);



        public void dispose () {

        public void show() {}

        public void hide(){}

        public void resume(){}

        public void resize(int x, int y){}

        public void pause(){}

  • \$\begingroup\$ In modern games, transparent spritesheet assets are usually stored on-disc in a format that supports transparency, like PNG or certain GPU-compatible formats, with a transparent background rather than an opaque colour. Do you have the ability to use such a format, and make the background transparent in an image editing tool prior to running your game? Or do you need to eliminate the background colour at runtime for some reason? \$\endgroup\$
    – DMGregory
    Jul 10 '18 at 2:34
  • \$\begingroup\$ I don't necessarily need to eliminate at runtime right now. But if I ever need it in future, how would one go about it? \$\endgroup\$ Jul 10 '18 at 6:54
  • \$\begingroup\$ We have a previous question covering some approaches \$\endgroup\$
    – DMGregory
    Jul 10 '18 at 10:34

Resolved this by editing image in TexturePacker, which makes background transparent.


Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.