I've been developing an app for iPhone, and have been using the standard resolution as a base for my app.
Using bitmaps works perfect on Standard resolution. But when I port it over with High resolution settings, the iPhone 4 seems to be encountering some major lag issues, I suspect it's due to the double-pixelation to scale up the app to fit the iPhone 4's resolution.
I was wondering, would it be wise to create all my bitmap assets base on the iPhone 4's retina display and then scale it down? Or is there another way in handling the multiple screen support.
My theory is by creating my bitmap assets basing on Iphone's 640 x 960 resolution, when it comes to up-scaling, instead of double pixelation, iPhone 4 would instead stretch the image back to it's original size.
I had a read through http://www.adobe.com/devnet/air/articles/multiple-screen-sizes.html
But doesn't seem to be much of a help with interms of graphics usage.
Hopefully you guys can clear things up for this newbie here.
Europe, Middle East and Africa