title: android & libgdx - disable blurry rendering
body: <p>i'm trying out libgdx as an opengl wrapper , and i have some issues with its graphical rendering :
  for some reason , all images (textures) on android device look a little blurred using libgdx . this also includes text (font) . </p>
  
  <p>for text , i thought that it's because i use bitmap-fonts , but i can't find an alternative- i've found out that there is a library called "gdx-stb-truetype" , but i can't find how to download it and use it . </p>
  
  <p>for normal images , even when i show the entire image without any scaling , i expect it to look as sharp as i see it on a computer's screen , especially if i have such a good screen on the device (it's galaxy nexus) .
  i've tried to set the anti-aliasing off , by using the next code :</p>
  
  <pre><code>final AndroidApplicationConfiguration androidApplicationConfiguration=new AndroidApplicationConfiguration();
  androidApplicationConfiguration.numSamples=0; //tried the value of 1 too.
  ...
  </code></pre>
  
  <p>i've also tried to set the scaling method to various methods , but with no luck. example:</p>
  
  <pre><code>texture.setFilter(TextureFilter.Nearest,TextureFilter.Nearest);
  </code></pre>
  
  <p>as a test , i've found a sharp image that is exactly the same as the seen resolution on the device (720x1184 for galaxy nexus , because of the buttons bar) , and i've put it to be on the background of the libgdx app . of course , i had to add extra blank space in order for the texute to be loaded , so the final size of the image (which will include content and empty space) is still a power of 2 for both width and height (1024x2048 in this case) .
  on the desktop app , it look ok . on the device , it looked blurred.</p>
  
  <p>a weird thing that i've noticed is that when i change the device's orientation (horizontal &lt;=> vertical) , for the very short time before the rotating animation starts , i see both the image and the text very well . </p>
  
  <p>surely libgdx can handle this  , since the opengl part of the api-tests project of android shows images just fine.</p>
  
  <h2>can anyone please help me?</h2>
  
  <p>@user1130529 : i do use spritebatch . also , here's what i do for setting the viewport . it occurs whether i choose to keep the aspect ratio or not.</p>
  
  <pre><code>public static final int          VIRTUAL_WIDTH         =720;
  public static final int          VIRTUAL_HEIGHT        =1280-96;
  private static final float       ASPECT_RATIO          =(float)VIRTUAL_WIDTH/(float)VIRTUAL_HEIGHT;
  ...
  @Override
  public void resize(final int width,final int height)
    {
    // calculate new viewport
    if(!KEEP_ASPECT_RATIO)
      {
      _viewport=new Rectangle(0,0,Gdx.app.getGraphics().getWidth(),Gdx.app.getGraphics().getHeight());
      Gdx.app.log("DEBUG","size:"+_viewport);
      return;
      }
    final float currentAspectRatio=(float)width/(float)height;
    float scale=1f;
    final Vector2 crop=new Vector2(0f,0f);
    if(currentAspectRatio&gt;ASPECT_RATIO)
      {
      scale=(float)height/(float)VIRTUAL_HEIGHT;
      crop.x=(width-VIRTUAL_WIDTH*scale)/2f;
      }
    else if(currentAspectRatio&lt;ASPECT_RATIO)
      {
      scale=(float)width/(float)VIRTUAL_WIDTH;
      crop.y=(height-VIRTUAL_HEIGHT*scale)/2f;
      }
    else scale=(float)width/(float)VIRTUAL_WIDTH;
    final float w=VIRTUAL_WIDTH*scale;
    final float h=VIRTUAL_HEIGHT*scale;
    _viewport=new Rectangle(crop.x,crop.y,w,h);
    Gdx.app.log("DEBUG","viewport:"+_viewport+" originalSize:"+VIRTUAL_WIDTH+","+VIRTUAL_HEIGHT+" aspectRatio:"+ASPECT_RATIO+" currentAspectRatio:"+currentAspectRatio);
    }
  </code></pre>