title: LibGDX draw() API inconsistency
body: <pre><code>font.draw(batch, "Test", 50, 50);
  
  batch.draw(tex, 100, 100);
  (instead of)
  tex.draw(batch, 100, 100);//Not valid for LibGDX
  </code></pre>
  
  <p>For drawing fonts, you pass batch (SpriteBatch) in as a parameter and draw() is a Font method. For drawing Texture (or TextureRegion) it's reversed. I know Texture has a draw() method of it's own for drawing a Pixmap on <em>itself</em>, but I would think renaming it to drawSelf() or drawPixmap() would allow Texture.draw() to draw itself, consistent with Font.draw().</p>
  
  <p>Am I missing something obvious forcing it to be done this way?</p>