Reputation: 499
I am using enableRetinaDisplay
in my project and it is working very well except when I use this code.
//+++VRope
//create batchnode to render rope segments
CCSpriteBatchNode *ropeSegmentSprite = [CCSpriteBatchNode batchNodeWithFile:@"rope.png" ];
[game addChild:ropeSegmentSprite];
//Create two cgpoints for start and end point of rope
CGPoint pointA = ccp(73, 330); //Top
CGPoint pointB = ccp(self.position.x +5, self.position.y +30); //Bottom
//create vrope using initWithPoints method
verletRope = [[VRope alloc] initWithPoints:pointA pointB:pointB spriteSheet:ropeSegmentSprite];
Instead of drawing one high-res image of the rope, this code is drawing two rope images. I know that it is the retina display that is causing this because I tested it on an iphone 3gs and the simulator and it works great... until I test it on my iphone 4 then it draws two ropes instead of one. Am I doing something wrong?
Upvotes: 0
Views: 559
Reputation: 56
I know it's too late but I found this question on the first page when searching google so I'll post this answer for others to find in the future.
In VRope.mm search for
[[[spriteSheet textureAtlas] texture] pixelsHigh]
and replace with
[[[spriteSheet textureAtlas] texture] pixelsHigh]/CC_CONTENT_SCALE_FACTOR()
That's it.
Upvotes: 1