This is from day 6 of the flappy bird recreation tutorial -http://www.kilobolt.com/day-6-adding-graphics---welcome-to-the-necropolis.html
Here is the image file i am using for texture in my game. It is a 256px x 64px .png file.

Here is the class that I used for loading the texture and the specific TextureRegion(part of the texure) that I want the SpriteBatch to draw.
public class AssetLoader { public static Texture texture; public static TextureRegion bg; public static void load() { texture = new Texture(Gdx.files.internal("data/texture.png")); bg = new TextureRegion(texture, 0, 0, 136, 43); } } And I call AssertLoader.load(), along with setting up game screen from public class MyGdxGame extends Game{ @Override public void create() { AssetLoader.load(); setScreen(new GameScreen()); } } And inside GameScreen.java public class GameScreen implements Screen { //delegate render task private GameRenderer renderer; public GameScreen() { float screenHeight = Gdx.graphics.getHeight(); float screenWidth = Gdx.graphics.getWidth(); float gameWidth = 136; float gameHeight = screenHeight / (screenWidth / gameWidth); renderer = new GameRenderer((int)gameHeight); } } And inside GameRederer, the class I delegate to render the game public class GameRenderer { private int gameHeight; private SpriteBatch batch; private OrthographicCamera cam; public GameRenderer(int gameHeight) { this.gameHeight = gameHeight; cam = new OrthographicCamera(); batch = new SpriteBatch(); batch.setProjectionMatrix(cam.combined); cam.setToOrtho(true, 136, gameHeight); } public void render() { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); batch.disableBlending(); batch.draw(AssetLoader.bg, 0, (gameHeight/2) + 23, 136, 43); batch.end() } } 
What I get when I run the desktop version of the game is the black screen shown above(black because i set the background to black with these lines of code
Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); Does anyone know why the SpritchBatch drawing isn't showing up? I extracted the texture portion of the texture I wanted with this line of code(starts from 0,0, width of 136, height of 43) - used GIMP - to find out portion to cut.
bg = new TextureRegion(texture, 0, 0, 136, 43); I also put a few log statements(removed them from view) to ensure that before drawing, bg's width and height were set correctly, which they were. And the issue can't be game height because I used a print statement and found that to be 204 which means that this expression, (gameHeight/2) + 23 will evaluate to 125 which is in bounds between 0 and game height.
I checked out other threads as well. My issue can't be libgdx spritebatch not rendering textures because the SpriteBatch should overwrite the background. And it can't be LibGDX: Android SpriteBatch not drawing because i am running mine on desktop, not andorid.