I am about to convert my iPhone OpenGL ES based app into a universal (iPhone + iPad) app, using iOS 4.2. What advice would you give me? Are there any notable pitfalls in doing so?
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Make sure you get the bounds rectangle for the screen dimensions rather than hardcoding the view size or anything based on window coordinates.
[[UIScreen mainScreen] bounds];
Recognize that if your application wasn’t fill-limited (i.e. the hardware can only fetch so many texels and display so many fragments per second) on the iPhone 3GS or earlier (640×480) screen. That it very well may be fill limited on iPad or iPhone 4 (1024×768 or 960×640) screen size respectively.