I have a problem with the simulator, I try to make the app with space manager and in my delegate.m I have this source..
I try to set code for each device specifficaly and there where is written //HERE IS THE PROBLEM, I try to set code for ipad with retina display and when I start my simulator everything works perfectly on , but ipad with retina display doesn t load, it loads only if I set there [director enableRetinaDisplay:NO]; and then it runs without retina.
So does anyone know, how to set it to allow retina display to work it in another way? Thanks.
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone )
{
CGSize result = [[UIScreen mainScreen] bounds].size;
if(result.height == 480 && [director enableRetinaDisplay:YES] == YES)
{
NSLog(@"iphone 4");
[[CCDirector sharedDirector] replaceScene:[GameLayer node]];
}
if(result.height == 480 && [director enableRetinaDisplay:YES] == NO)
{
NSLog(@"iphone 3");
[[CCDirector sharedDirector] replaceScene:[GameLayer node]];
}
if(result.height == 568)
{
NSLog(@"iphone 5");
[[CCDirector sharedDirector] replaceScene:[Menu node]];
}
}
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
{
CGSize result = [[UIScreen mainScreen] bounds].size;
if(result.height == 1024 && [director enableRetinaDisplay:YES] == NO)
{
NSLog(@"iPad");
[[CCDirector sharedDirector] replaceScene:[GameLayer node]];
}
if([director enableRetinaDisplay:YES] == YES)
{
NSLog(@"iPad retina");
//HERE IS THE PROBLEM
//HERE IS THE PROBLEM
//[director enableRetinaDisplay:NO];
[[CCDirector sharedDirector] replaceScene:[GameLayer node]];
}
}
This is a known bug in earlier Cocos2D builds, but can fairly easily be remedied by a small change to the CCDirectorIOS class. You need to replace line 212/213 with the following lines:
NB: This is NOT my fix, I just came across it googling after experiencing the same problem. The full explanation can be found here: http://swainya.blogspot.no/2012/03/black-screen-on-simulator-for-ipad.html credit goes to Spencer Ho…