I have a multiplatform iOS/Android game that I programmed in Cocos2d-x. I have only one set of images to use (I'm only after high res devices) that get scaled according to the device's resolution. For example all images are for the iPad but if you are using a Galaxy S then the image locations and scaling are affected by GalaxyS_screenWidth/iPadscreenWidth.
This works fine for all Android devices and on iPad, iPad2 and old iPhones, but with Retina iPhone there is a problem. On the iPhone 4 all my images look extremely pixelated, a result from the images being scaled to iPhone non-retina resolution then scaled back up to fill the screen.
I tried enabling Retina Mode and the images are half of their intended size (maybe due to the usage of get winsize() which uses points) and scaling manually causes other sorts of problems. I tried playing with a lot of options and attributes but to no avail, so what should I do now?
EDIT: This is not only a graphics issue, as text gets automatically scaled down then up and appears pixelated.
EDIT 2: Fonts are bitmaps so my bad. But I don't want to use retina as all images are already retina by default. All of my images are set up for the iPad so for iPhone 4 I just scale them down a bit. This works with Android phones.
For example I have an image, depending on screen resolution obtained through getwinsize()
:
If current resolution width is 1024 then image stays the same.
If current resolution width is 900 then image gets scaled by 900/1024, no problem.
If device is iPhone 4 resolution width is 480, so image gets scaled by 480/1024, then cocos2d-x automatically scales the resulting image by 2 thus the pixelation. I tried using getwinsizeinpixels
, I tried multiplying the screen size, I tried many things but nothing worked out of the box unless I am to redo many of my code.
So the question is, how can I just let the damn engine treat the iPhone 4 as an Android phone with resolution of 960x640?