Let's say i have a sprite like this: enter image description here

and i want to draw the lower portion of it, only the yellow color.. Initially the sprite has dimensions 10x10, i want it to be drawn 10x3

Do i have to redimension both the sprite and the texture region to mantain proportion between the two?

  • \$\begingroup\$ It sounds like you're looking for masking. \$\endgroup\$
    – Anko
    Commented Apr 16, 2015 at 20:53
  • \$\begingroup\$ My intent is to draw the life bar of a character. I have the complete bar sprite and i want to draw the portion related to the "health" of the character. So, if i have 30% health, i want th sprite to be drawn 30% tall but if i use the sprite.setSize method, it stretches the texture. Can you explain how do i use masking? \$\endgroup\$
    – Catta_
    Commented Apr 16, 2015 at 21:05
  • \$\begingroup\$ Sorry, I don't know the specifics in Libdgx well enough to explain them myself. I've written an answer explaining the general concept of clipping/masking though, which might help with conceptual understanding. \$\endgroup\$
    – Anko
    Commented Apr 16, 2015 at 21:12
  • \$\begingroup\$ A similar question to this was asked recently: gamedev.stackexchange.com/questions/98470/… \$\endgroup\$
    – Kurley
    Commented Apr 16, 2015 at 21:13
  • \$\begingroup\$ I found your answer on the other question very useful BUT i have the problem that the sprite was created as a textureregion of an imageAtlas so with frame.getTexture() i get all the atlas and not only the region realted to that sprite!! \$\endgroup\$
    – Catta_
    Commented Apr 16, 2015 at 21:24

1 Answer 1


The answer I gave in the other question doesn't quite do exactly what you want, but the following example might help. You still need to re-proportion both the heights to do what you want, but you also need to move the input data region down to compensate for the smaller window:

    width / 2,
    height / 2,
    height * 0.3f,                                        /* Scale output height */
    sprite.getRegionY() + sprite.getRegionWidth() * 0.7f, /* Move input data position */
    (int)((float)sprite.getRegionWidth() * 0.3f),         /* Scale input height */

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