retina-display

How to implement HD “Retina Display” graphics in Cocos2D

眉间皱痕 提交于 2019-12-20 18:08:32
问题 I am not quite sure how use HD images for sprites in cocos2d. I looked through the documentation, and downloaded the newest beta which supports points instead of pixels, but I don't understand the whole -hd suffix idea. In other word I need help and have no idea how to use retina quality graphics in my cocos2d game. I feel that it is very simple, but I cannot find anything on doing this. Any help would be greatly appreciated. Ok so maybe this is asking too much but, it would be very helpful

Why doesn't icon composer 2.4 support the 1024x1024 size icon any more?

笑着哭i 提交于 2019-12-20 08:59:17
问题 The icon composer 2.2 in Xcode 4.3.3 supports the icns of 1024x1024. However, for icon composer 2.4, it doesn't support that any more. This is ironic, since Apple pushes for the retina display mbp and requires the newly submitted app to use 1024x1024 icon, but the icon composer doesn't support it any more. Is there any alternative or newly introduced solution by Apple for creating the icon of the size 1024x1024? I really don't understand why Apple is doing this. Thanks! 回答1: Icon Composer 2.4

Improving slow canvas animation on Retina iPad - KineticJS

前提是你 提交于 2019-12-19 09:49:11
问题 I am using KineticJS to perform HTML Canvas animations. Animations work perfectly on all desktop browsers, and non retina iDevices (including iPad mini). However, from a retina device (browser or in-app webview using appcelerator) these animations are very sluggish. I have seen similar issues with canvas animations on retina display, but have not found any true solution. My Stage constructor is 1024w x 768h. All images are preloaded. And animations are constructed using the preloader's

How to detect my iPhone app is being run on an iPad

折月煮酒 提交于 2019-12-19 04:21:19
问题 I have an opengl application that renders better in RetinaDisplay mode (double scale factor) and I noticed the iPad emulates an iPhone app with a low resolution screen (normal scale factor). I want to double the scale factor when my iPhone app is run on an iPad, in order to benefit from Retina Display graphics. But it seems the iPad really well fakes being an iPhone (which would be perfect if only it was a Retina Display one...) When I force the double scale, it works very well (at least in

iOS app non-retina and retina images concept

纵饮孤独 提交于 2019-12-18 11:56:43
问题 I am asking this question just for information and to clear my concepts about images in iOS application ( Retina and non-retina devices). What I currently do is When I develop an iPhone application and I have to show an image lets say on UIButton using Interface builder I take two images lets suppose submit.png button image of following sizes 100x100 px (submit.png) 200x200 px (submit@2x.png) for retina display And in Interface builder I will set the size of UIButton 100x100 px and its just

CATiledLayer in iPad retina simulator yields poor performance

六眼飞鱼酱① 提交于 2019-12-18 10:12:13
问题 I'm hoping maybe this is just an issue with the simulator but of course it has me worried since I have already submitted my retina capable apps and there's no way to test it until the 16th. I have implemented a CATiledLayer in my app to view very large maps. The tiles for the map are coming from the internet, however they also get cached, so, typically, they are actually being loaded directly from the device. On iPad 1 and iPad2 it works beautifully. You can only barely notice the tiles being

When I run iPhone app on iPad the screen resolution is wrong. How to fix this?

此生再无相见时 提交于 2019-12-18 06:54:17
问题 I encountered with a strange problem. I develop an application which is targeting iPhone device family with Retina 3.5 and 4. All the time I used iPhone 5 simulator to test all the UI and functionality and everything was good but know I have to test push notifications. I have iPad 4 (model MD522ZP/A) as an iOS 6 device. When I run my app on it all the UI layout became wrong. The most weird problem is when I tried to check display resolution with this code: NSLog(@"RESOLUTION = %@",

How to use srcset and sizes for responsive images

断了今生、忘了曾经 提交于 2019-12-18 05:54:29
问题 I have following snap-points: 480px , 900px , 1800px , 2400px . and this markup: <img sizes="(max-width: 2400px) 100vw, 2400px" srcset=" boat-480.jpg 480w, boat-900.jpg 900w, boat-1800.jpg 1800w, boat-2400.jpg 2400w" src="boat-2400.jpg" alt="This is a boat"> How should I get responsive images to work? 回答1: 1. Basics Device-pixel ratio Device-pixel ratio is the number of device pixels per CSS pixel which is related to: Pixel density of the device (number of physical pixels per inch) Zoom level

Android Emulator do not scale to 100% for Mac Book Pro with Retina Display

心已入冬 提交于 2019-12-17 23:26:43
问题 Not much help on SO or Google about this. On a Macbook Pro Retina, my Emulator is 1/4 of the real size and clicks are not working properly. Please help to setup my emulator for retina display. For clarification, the image of the emulator is scaled down to 1/4th of the available emulator window, but the clicks register across the entire window. So to unlock the device, for example, you need to guess where the unlock button is in the part of the window that is blank and then click and drag from

How do I create a 1px line in Interface Builder?

可紊 提交于 2019-12-17 15:22:47
问题 Note, I'm looking to make a 1px line, not a 1pt line. Meaning it should be 1px regardless of screen scale (so 0.5pt on Retina devices). I can do this programmatically, but can I do it in the Interface Builder? For example I cannot set a UIView to have a height of less than 1. If I can do it in IB then I don't have to declare an outlet and manually set the frame in awakeFromNib . 回答1: Xcode 7.3 right down corner: add Height constraint in Pin. 回答2: Just in case someone else comes here wanting