The latest codes on github support new iPad now.
You can enable retina on iPad simulator/device, engine will load xxx-ipadhd.png if it exits, it will load xxx-ipad.png if it is not there.
Example code
CCDirector::sharedDirector()->enableRetinaDisplay(true);
// if can enable retina, loading sequence: 1.xxx-ipadhd.png 2. xxx-ipad.png 3. xxx.png
// if can not enable retina, loading sequence: 1. xxx-ipad.png 2. xxx.png
CCSprite *pSprite = CCSprite::spriteWithFile(xxx.png);
Guys, please update codes and test the new feature.
hd is used for iphone retina as previous version did.
Becauseiphone version find the file like this way, and x will keep the same meaning asiphone version.
May be your suggestion is correct.
We will discuss it if we will do it like this.
We have two targets for each device - ipad and iphone. Each of it has own graphics non HD (without suffix) and HD (with hd suffix). But each device has different source graphics so I do not needipad or -ipadhd suffixes. The main problem is that TexturePacker does not support this so it is complications.
I overrided suffixiPad andsuffixiPadRetinaDisplay for now and the problem was solved.