iPad 3 Retina Support

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BdR

I've tried the v11 again but now on another iPhone4 and an iPad3. In project->options I set the Resolution to 768x1024 and then on the iPad3 my GLB app runs in 768x1024 mode instead of 1536x2048, which is a correct improvement from v10 to v11.

However, on the iPhone4 my GLB app now still runs in 320x480 mode, I can't figure out why. I've even uninstalled both GLBasic v10 and v11, and then only re-installed v11.

Here's my new info:
GLBasic v11.261
libpng-gf.a => 14-dec-2012
libGLBasiciPhone-egl.a => 14-dec-2012

BdR

Btw when I set the project settings to 640x960 and run it on my ipod4, then it does go to 640x960 ("retina") graphics mode. Here is the console output.

Code (glbasic) Select
init with frame.
App wants to support retina...
Retina scaleing available: self.contentScaleFactor = 2.000000
desktop backing: 640 x 960
mainScreen: 640x960
glb_notify_screen_size 640x960
slaunch ok
-applicationDidBecomeActive    -> unpause
timer
rbow
rbow init
Rbow::SetScreen( 640,960)
get accurate timer - 1st call
flip - 1st call
BGRA ext supported


But the problem occurs when the project settings are 768x1024 then the app starts in 320x480 mode.. O_O console gives this output..:

Code (glbasic) Select
init with frame.
desktop backing: 320 x 480
mainScreen: 320x480
glb_notify_screen_size 320x480
slaunch ok
-applicationDidBecomeActive    -> unpause
timer
rbow
rbow init
Rbow::SetScreen( 768,1024)
get accurate timer - 1st call
flip - 1st call
BGRA ext supported

aroldo

Bdr,

How are you?
Here is a code that you can test with any screen resolution  up to 2048-by-1536 (retina display)
Just unzip it and compile, it will re size automatically to any screen size up to iPad retina resolution.

Let me know if it works for you.

Sincerely,

Aroldo Carvalho

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spacefractal

#48
Its a new feature so glbasic correctly support 2x scaling on iPad 3 if a game not required doing that, but seen its might breaks other res as well and forget checking the 640x960 one. Can you post the bug in bug forum?

He property know possible to do offscreen using CREATESCREEN and USESCREEN, but they don't allways works, example with alpha and it's slower. But yes could have do that when that res is detected.

My guess is x y might have swapped under checking (so 960 was higher than 756), and forget to checks that (similar to the android issue with auto rotation). Etc portrait & vertical issue.

Greedy mouse example uses direct scaling on back buffer else it's would drop around 40% perforcement if used offscreen first...
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

Kitty Hello

Yes. It detects if you want ipad or iphone and retina.

spacefractal

#50
but the x2 features does not doing correctly in the v11 beta as bdr pointed out, and that why I asked him to post it on the bug forum:
http://www.glbasic.com/forum/index.php?topic=8847.msg75309#new

etc its works correctly on iPad Retina, but not with iPhone Retina.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

Kitty Hello

I see. So 960x640 would make iphone retina, but theres no way to get all to work retina. Hmmmm. I think setscreen must be changed to work here.