I've come across those articles: https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/assets/AssetManager.html http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/assets/loaders/PixmapLoader.html http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/assets/loaders/TextureLoader.html https://github.com/libgdx/libgdx/wiki/Managing-your-assets
And I still didn't find anything about how to load a Texture into the AssetManager. In my game I create a Pixmap and wrap it around a Texture. Then I dispose the Pixmap. Then I draw the Texture with SpriteBatch. Every Texture created in my game has been created by a Pixmap, so it's created in runtime. How do I load those Textures into the AssetManager?
The links above and everything I've come across only show how to load Textures from already available files.
From your comment
AssetManager can be helpful to prevent taking up memory twice or more.
You probably don't need to use asset manager to prevent this from happening. Instead you can just add a conditional in your code that checks if the asset is already loaded e.g.
if(myTexture != null){
// not loaded
pmap = new Pixmap(10, 10,Format.RGBA8888);
pmap.setColor(Color.RED);
pmap.fill();
myTexture = new Texture(pmap);
pmap.dispose()
}else{
// already loaded, do nothing (or add to count of times used)
}
If you still want to use asset manager you have a couple of options.