A strange frame rate with actions on retina iPad only - cocos2d-iphone

Using actions with cocos2d v2.0 it works perfect on all iPhones and regular iPad. but when testing the same code only on iPad retina simulator ,when the button is a x2 bigger, so all actions (scale,move etc) are seems like they missing some pixels in their movement( for example a moving sprite is go 1 -3 -5 instead of 1-2-3-4-5 , seems like low frame rate or jump pixels)
There is no memory issue, its just a simple page with simple action :
id action=[CCScaleTo actionWithDuration:0.5 scaleX:0.95 scaleY:1.1];
id action1=[CCScaleTo actionWithDuration:0.5 scaleX:1 scaleY:1 ];
id seqb=[CCSequence actions:action,action1, nil];
id forever=[CCRepeatForever actionWithAction:seqb];
[play runAction:forever];
Why is it happens only in the retina display? does actions are not have the resolution for iPad retina -so they jumping on pixels ?
Do i have to enable the retina somewhere ? (it does get the -ipadhd image as retina and resize it)
EDIT EDIT
I have read that :
Slows down the iPad retina simulator 6.0
and could see that maybe the mac processor is not handle that .
Well thats strange , i have the new macbook retina ,it has a strong processor, and i am sure more than an iPad, so how is that true that iPad can handle it but not the mac ?

ignore the simulator, test on an actual device.
Note that the ipad retina simulator is really slow which is likely causing this issue.

Related

SDL2 Fullscreen resolution issue (extending render over second screen)

I am using multiple monitors on my PC. One of them is a TV. When I launch my application on my regular monitors, the application gets scaled properly.
However, when I run the application in fullscreen on my TV, the resolution will be too large and the output shows partially on another screen (see the blue colored output in my screenshot).
The TV is connected via HDMI and uses the same resolution as the other screens (1920x1080). It seems to be a software issue, because the output is partially visible on another screen.
I am using the following code to toggle fullscreen mode:
SDL_SetWindowFullscreen( m_Window, SDL_WINDOW_FULLSCREEN );
Any ideas on how to solve this issue?
UPDATE
When I make the TV my main display in Windows, it seems to fit properly on the TV. However, it still shows partially on the other screen (but this time it shows twice) and the mouse positioning is incorrect on the TV. Maybe the resolution is changed differently?
UPDATE 2
Windows 10 allows font sizes to be changed on a monitor. This is why my resolution detection in SDL2 identified a different resolution for my TV. Now I need to find a way to work around this.

Windows 8 tablet does not display TabTip (on-screen keyboard) on top of Qt OpenGL application

I have a full screen QT OpenGL application which needs to display the virtual keyboard (tabTip.exe) when input textboxes are entered. The problem I'm facing is that the virtual keyboard appears behind the application when the keyboard is invoked. I have tried many different things and found that the only way I can make it appear in front, is if my window is not fullscreen (e.g. making it 1 pixel less than full screen in the width and/or height). If I have the tablet in portrait mode this also still displays the keyboard even in full screen.
Now I'm trying to figure out if this is a driver issue, Qt issue, OpenGL issue or general windows issue.
Any suggestions?
Update:
I have investigated this a bit further and I think I see what's going on.
Windows 8, upon detecting that the monitor rotation is set to zero, and that it has an OpenGL window that matches the desktop resolution and covers the whole screen, kicks into legacy mode that blocks any Windows 8 themed animations from running (including virtual keyboard).
Do you have any suggestions on how I can stop windows from doing this? DwmEnableComposition has been removed in windows 8.

Cocos2d-x high DesignResolution and iOS simulator display bug

I'm currently building a game with cocos2dx 3.0 alpha0 in c++. At the moment I'm building for iOS.
I tried to set the "DesignResolution" at 1280 by 1920 (Which is double the iPhone 4 resolution) so I can have the graphics look good on iPad retina. Everything works fine on the devices but when I try to run it on the iPhone and iPad simulator I get three quarters of the screen rendered black. This happens whether it's iPhone, iPad or iPad retina simulator. When I tried to reduce the DesignResolution to 640 by 960 it shows fine on the simulator.
Does anyone have any information on this issue? How can I fix this rendering issue on the simulator?

Will Apple reject cocos2D game if it does not fit iPhone 5 screen?

In two days I will upload Cocos2D game for iPhone to itunesconnect for review. Now this game does not support iPhone 5 resolution, but does support both iPhone 4S and iPhone 3GS. Will Apple reject this app for absence of compatibility for iPhone 5 or (maybe, I don't know now) incorrect behavior of cocos2d's sprites or so? I will correct that in the first patch, but now I need to release the game immediately, because game does not belong to me and customer want it be released as soon as possible.
Thanks in advance!
No. In the same way Apple doesn't reject iPhone apps that don't support iPad resolution.
An older iOS app running on iOS 6 will automatically be letter-boxed (with black spaces at the top and bottom of the screen), so you don't have to worry about the screen layout. There are a lot of other things in iOS 6 that may break an older app, however, so you'll definitely want to at least run the app on the iOS 6 4-inch screen simulator (and the sim won't catch all the potential problems).
YES.
From 1st May 2013, Apple reject all app if iPhone 5 is not supported. iPhone HD is must but not iPad HD. All you need to do is just upload iPad HD image in screenShot.

Cocos2d-Things appear bigger in simulator

I've recently noticed that things accommodate differently on the simulator and a real device when using Cocos2d.To make sure I did the following:
1. I created a blank Cocos2d project. In the init method I created 7 sprites from Icon-72.png(which is found in the resources folder of the Cocos2d template) and added them to the screen.In the simulator only 6.5 sprites could accommodate side-by-side whereas in the iPod touch all seven sprites could accommodate easily and almost half of the screen width remained unused.
2.Then I created a project from Single View Application template. I added the same Icon-72.png to the project. Then on the storyboard I added 6 image views and set their image property to Icon-72.png. This time I had exactly the same result with both simulator and the device.
I guess there should be some tweak as to how to fix this issue with Cocos2d because it's not Apple's fault. Do you know how to handle this?
The iPod Touch could have the retina display and the simulator wont have have it. If you need the same display as of the iPod Touch You can use the iPhone Simulator with the Retina Display and you would get the same screen. Another Option you can use is Copy and paste the Same file with -hd prefix ex:(Icon-72-hd.png) with 72x72 size and you can get the same result.
There is no problem with either the version of cocos2d or with the Apple for the issue you are facing.
I guess I do have poor explanation but you would understand my explanation.
The iPod Touch will be a retina display. Cocos2d doesn't automatically double the size of images.