I’ve create a multiplatform game. I didn’t use any retina images since all intended resolutions were high, so I didn’t resort to using ‘setContentScaleFactor’ or ‘enableRetinaDisplay’. What I did was simple. I used iPad sized images then scaled everything based on relative size compared to the iPad’s.
This works great with the iPad (obviously) and ALL Android resolutions I could get my hands on and the original iPhone resolution, but it didn’t work in iPhone Retina resolution. It displays normally and all items are placed as I had intended but there is one problem - everything is very pixelated. The problem is getwinsize() and getwinsizeinpixels() both return half the real resolution so all images are scaled by half of what they should be then they are scaled back up again, thus producing the pixelation.
I tried to double the scale factor, use getwinsizeinpixels(), use content scaling and mess around with retina display options, but everything gave me certain types of problems. I just want the iPhone retina to be taken as if it’s an android display, without all the points vs pixels crap.