Hi asebist,
mhm, I understand that issue of course. What I proposed above is just a simple way to have iPhone-targeted apps looking good on the iPad, not universal apps.
I have not tried it yet, but perhaps the following would work:
- I guess you started development on the iPhone, with a stage size of 480x320 and two sets of textures (normal and @2x). That should work already, I guess.
- You should have it already, but make sure to set:
[SPStage supportHighResolutions:YES];
Now, if you find out that you're on an iPad, do the following:
- Make the stage size: 512x384 (!) (that's exactly half of the iPad resolution). That's the stage size, NOT the size of the SPView (which is still 1024x768)! The stage content will ALWAYS fill up the SPView.
- Set [SPStage setContentScaleFactor:2.0f];
- Load your textures WITHOUT (!) the "@2x". The big textures should be loaded automatically.
*** UPDATE ***
- Make sure that the content scale factor of the native view (SPView) is set to 1.0. Currently, Sparrow sets it to 2.0 automatically, which will lead to a huge performance loss!!
*** *** ***
Think about it as if there had been another iPhone version with a 512x384 screen, and now there had been a system upgrade with a retina display, creating a 1024x768 resolution. It's just like developing for the old 512x384 screen and adding HD textures for the retina version of the hardware.
In theory, that should work -- though it will require iOS 4. But that's a price I would pay if I were in your position, I'm sure almost everybody will have switched soon on the iPad.
Please try that out! I'll see if I find the time to write a blog article about this with a little more detail.