Does Gideros support the Retina display? If so how? And how are retina images swapped for non-retina images when a program is run on a non-Retina device like an iPhone 3GS?
For example, you set an image scale as "@2x" prefix with scale 2. Assume that you set your logical resolution as 320x480 and set scaling mode as stretch. If you run your game on iPhone 4 and enable retina display, your hardware resolution will be 640x960 and your window will be scaled by 2. In this case the images with prefix "@2x" will be selected automatically instead of base images.
This is a little off topic, but what is a good way to keep the app file size small when providing images at multiple scales? Designing for retina display or ipad and providing @half was the approach I was entertaining, but I fear bloated .apk
@Atilim: So when Retina Display is enabled, the "Image Scales" settings are fro Android devices only and IOS devices will use the "Apple rules"? When Retina Display is disabled, the "Image Scales" are for Android and IOS?
@MikeHart No. Image scales settings behave same for every platform. Giving the "@2x" example is a little bit confusing Think the above example as "-2x" or "_high", etc.
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For example, you set an image scale as "@2x" prefix with scale 2. Assume that you set your logical resolution as 320x480 and set scaling mode as stretch. If you run your game on iPhone 4 and enable retina display, your hardware resolution will be 640x960 and your window will be scaled by 2. In this case the images with prefix "@2x" will be selected automatically instead of base images.
No. Image scales settings behave same for every platform. Giving the "@2x" example is a little bit confusing Think the above example as "-2x" or "_high", etc.
For future, supporting WebP http://code.google.com/speed/webp/ can also be solution. We're thinking about this.