The problem is, Cocos seems to think retina devices are the same resolution as standard devices. If you draw a sprite at 768,1024 on the ipad, it will put it at the upper right corner. If you draw a sprite at 768,1024 on the retina ipad, content scaling makes it so it also puts it in the upper right corner. Yet if you draw a sprite on the retina iphone 5 at 640,1136 it isn't in the upper right corner, its off the screen by 2x the distance. In order to put it in the corner you have to draw it at 320,568 because of the content scaling.
I do have a [email protected] image, and I am on version 2.1.
My question is: Is there a way to get Cocos2d to make it so that drawing a sprite at 640,1136 on an iPhone5 will result in the sprite being in the upper right corner?
Is it possible to set up a cocos2d custom GL projection and set winSizeInPoints to equal winSizeInPixels and content scale 1.0 so that you can use the iPhone 4/5's full native resolution instead of using the half-size coordinates of older iPhones.
[director enableRetinaDisplay:NO]
when setting up your CCDirector? – sergio