Did anyone try using high res graphics for retina displays?
How do you do it properly?
I'm in the process trying to find out the above. Use retina textures for retina displays. Standard textures for standard displays.
I think I've gotten FlxSprites working by now, still FlxTileblocks render too big on retina displays... so. If anyone knows of any working examples?
Like someone else noted in a post here, I set useTextureBufferZoom to NO when initing the FlxGame. And for retina displays, set zoom to 2.0 (actually I use device scale from UIScreen if it exists, otherwise 1.0 for backways comp.). This is what seems to fix things for FlxSprites. Still FlxTileblocks seem to draw things on their own and I guess they don't really care about those zoom parameters. And I'll likely need the FlxTileblocks for performance reasons...
Oh and hello this is my first post in this forum. I'll be sticking around for awhile I guess. I'm an iOS developer, but so far made only Cocoa Touch / native apps, and have only temporary experience from OpenGL and that's around 10 years ago.