title: libGdx: Sprite is not drawn when there is a stage
body: <p>I'm sure I'm missing something VERY obvious here, but I'm  beginner so don't crush me please. My problem is that I have a stage that has a viewport small than the screen. Now I also want to draw a Sprite on the screen directly using Sprite.draw(SpriteBatch). The position of the Sprite and the stage don't overlap. The stage is drawn just fine, but the Sprite is not visible. When I comment out the stage.draw() part in the render-method, then the Sprite is visible.</p>
  
  <p>Code:
  This is my render-method:</p>
  
  <pre><code>@Override
  public void render(float delta) {
      Gdx.gl.glClearColor(0.851f, 0.894f, 0.992f, 1f);
      Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
      camera.update();
  
      stage.act(delta);
  
      batch.setProjectionMatrix(camera.combined);
      batch.begin();
      stage.draw();
      logoSprite.draw(batch);
      batch.end();
  }
  </code></pre>
  
  <p>Here, I initialize the camera and stage (stageHeight is an int that is just 3/5*the height of the screen):</p>
  
  <pre><code>camera = new OrthographicCamera();
      camera.setToOrtho(false, SwapItGame.WIDTH, SwapItGame.HEIGHT);
      stage = new Stage();
      stage.setViewport(1080, stageHeight, true, 0, 0, 1080, stageHeight); //The button part of the menu takes up 3 fifth of the Height of hte screen
      stage.setCamera(camera);
  </code></pre>
  
  <p>Here I initialize my Sprite (The position value for the sprite is rather complex, just ignore it. It's certainly above the stage):</p>
  
  <pre><code>        logoSprite = skin.getSprite("logo");
          logoSprite.setPosition((SwapItGame.WIDTH-logoSprite.getWidth())/2, (SwapItGame.HEIGHT-stageHeight-logoSprite.getHeight())/2 + stageHeight);
  </code></pre>
  
  <p>Is is impossible to have a Sprite and a stage on the same Screen? Or am I doing something fundamentally wrong?</p>