Hi everyone... Maybe this has been answered before but in the posts I have seen they suggest setting the scaling of the graphics to 2X which would be hell on older iPhones. Apple suggests the @2x as a way for the system to automatically detect which image to use.
I know Riq is working on this as there is a bug. So thank you Riq for addressing this issue and for wonderful cocos2D! But I see this question asked in so many posts so I want to try and clarify it once and for all.
1. Will cocos2d support @2x in the future?
2. What about spritesheets? Will the same naming convention work with them?
3. Is there a current graphics method to make a game running iPhone 4 and iPhone 2G/3G/GS by recognizing which phone/device is running that will call up the right graphic size?
4. For now is there a way to programmatically determine device?
5. What about using device modifier within Cocos2d? See below... This is the standard convention method in xCode in iOS 4...
Standard: <ImageName><device_modifier>.<filename_extension>
High resolution: <ImageName>@2x<device_modifier>.<filename_extension>
For example... To create a full screen background you would have the following images based on your device in iOS 4:
iPhone 2G/3G/GS 480x320 background.png
iPhone 4 960x480 background@2x~iphone.png
iPad 1024x768 background~ipad.png
I think the answer to these questions will help out all devs using cocos2D and cut down on the numbers of posts asking the same question in a different way! Thanks for the answers in advance. I have read all retina and iPhone 4 graphics posts on here and well it seems no one has the definitive answer so far. So please for the sake of the community can someone provide the answers here?