For my game I am trying to create custom textures from two other textures. This is to allow for a varietly of colours, etc in my sprites.
To do this, I'm creating a sprite by adding both textures together, then applying this to a new SKTexture by using
SKTexture *texture = [self.view textureFromNode:newSprite];
This works great on the whole and I get a nice custom texture. Except when trying my game on Retina devices, where the texture is the correct size on the screen, but clearly a lower resolution.
The textures are all there and properly named so I don't believe that that is an issue.
Has anyone encountered this, or know how I can create the proper @2x texture?