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Up Topic Gosu / Gosu on iPad, iPhone & iPod Touch / Retina Support
- - By Basic Date 2012-05-02 21:13
Is there?

I suffixed my files @2x but this didn't see to do anything. Building with 5.x SDK and Targeting 3.2.

Is there something I'm missing?
Parent - - By jlnr (dev) Date 2012-05-03 06:35
Gosu does not follow the @2x convention. You have to build that functionality yourself, including the factor on the images. :( I built a wrapper around that myself for Terava, but it's too specific to share it here.
Parent - - By jlnr (dev) Date 2012-05-03 06:37
Idea: You could hack the scale factor right into Gosu::Image by subclassing ImageData and just returning half the width and height. You cannot extend the constructor of Gosu::Image, but you could add a global helper function for that. Then image("foo") would return a Gosu::Image proper.

You might even want to consider having foo.png, foo@2x.png (iPhone4+, iPad 1/2), foo@4x.png (iPad 3) depending on how your game scales up. That is what I am going to do with Terava.
Parent - - By Basic Date 2012-05-03 08:38
Thanks jlnr, I was actually doing something like that last night to test.

I think the problem is figuring out if I am on Retinia or not.
Parent - By jlnr (dev) Date 2012-05-05 02:14
I think it is simply [[UIDevice currentDevice] scale] > 1.
Parent - - By RunnerPack Date 2012-05-22 02:07
I'm not trying to be a jerk. I just thought, for the sake of those searching later, there should be a post in this thread which actually contains the word "retina" spelled correctly. Sorry to bother you; carry on.
Parent - By Basic Date 2012-05-22 08:17
Altered the title.
Up Topic Gosu / Gosu on iPad, iPhone & iPod Touch / Retina Support

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