Can i use 326 ppi iOS 4 for openGL?

When testing my openGL ES application on the new iPhone 4, it seemed that openGL did not use all 326 ppi, but 163 ppi found in 3G, due to noticeable pixelation. I understand that there are 4 times as many pixels to calculate, but should this A4 chip not compensate for this?

I'm sure there is a way to take advantage of the stunning resolution I saw in apps on the iTunes Store, but how?

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2 answers

Yes, it is quite simple. By default, the OpenGL view uses the old scaling mode to not break existing applications, because it is a pixel-based API, not a point-based API.

, contentsScale CAEAGLLayer 2.0 .

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CAEAGLLayer, contentScale 2.0?

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