It’s the same to cocos2d-iphone.
New images in ipad resolution, and new coordinates are required.
On ios, the EAGLView is created to fit fullscreen by default, in YourGame/ios/YourGameAppDelegate.mm, you can ignore this.
Do we use retina display on iPad or not?
I mean the texture atlas file does it need to be with -hd suffix or just the regular texturename.png and texturename.plist ?
One more question: will iPad 3 follow the same approach as iPhone4. I mean will there be an retina display for iPad to have the iPad3 double resolution available with a texture like: texturename-ipad.png ?
one question: we want to reuse the hd resouces(960*640) on iPad, and i follow a solution here http://blog.sina.com.cn/s/blog_4508e4860100y31t.html
which cheat the system to run retina mode on iPad. It create a EAGLView with size 480*320 and set it’s transform to scale 2.0f.
but that solution doesn’t work on my machine, the view’s size is only one quarter of the screen and stay at the bottom-left corner. I don’t why?
And if i want to use the hd resources on iPad, is there an easy way?
This will work for iPad3 if you not enable retina in your AppDelegate.cpp, too.
` #define CC_IS_IPAD() (CCDirector::sharedDirector()>getWinSizeInPixels.width1024||CCDirector::sharedDirector()->getWinSizeInPixels().height1024)
if) pDirector>enableRetinaDisplay(true);
@