I have a iPad app built with SDK 5.1 (Xcode 4.4). The app is a non-retina app. On iPad 1 and 2 the images are scaled properly. On the new iPad (3rd generation) all the images get scaled up. This behaviour is kind of expected, but undesired in my situation. How do I prevent the images from being scaled up?
Since you are building for both Non-Retina and Retina devices you should include both versions of all images. The Retina images should be double in size of the screen resolution and should have the #2x.png (or jpg) suffix. Example: Background-Image#2x.png
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I have search many sites and many posts but could not find information.Can anyone tell me size of pixel for launch image for iPad pro 12" inches.Thank you.
They are no longer support launch images and will not be adding the iPad pro launch image size to asset catalogs.
You should use Launch Screen Files for iPad Pro instead of Launch Images. First, from iPad Pro, iOS don't support Launch Images, so you can not find the right sizes for iPad Pro's launch images in Xcode 7.1 and leter. Second, if you don't use Launch Screen File, you app running on iPad Pro will be scaled, which is so called 'Display Zoom'.
1x will be 1366x 1024 in portrait
2x will be 2732x2048 in portrait
It's the same size as the screen resolution.
2732-by-2048 resolution at 264 pixels per inch (ppi)
As per Apple's website
My question relates to creating a custom image asset for iPad Pro. It is my understanding that the correct image from an image asset set in Xcode is picked based on the type of device in the following way:
iPhone:
1x: iPhones older than iPhone 4
2x: iPhone 4/4s, 5/5s, 6/6s
3x: iPhone 6/6s Plus
iPad:
1x: non-retina iPads
2x: retina iPads (including iPad mini)
If this understanding is incorrect, please let me know. But if it is correct, how do I make a custom image set for iPad Pro? The images I made for the regular-size retina iPad would be too small to fit on the iPad Pro and there is no 3x option for an iPad image set.
Xcode 6.1.1:
Running in iPad Retina simulator, everything looks great. Correct scale, etc.
But when running in iPad Air simulator, graphics and positioning are all half of what they should be.
Why would it work in one and not the other? Aren't iPad Retina and iPad Air pretty much the same thing? Same resolution, same points, both considered 'iPad' and 'Retina'... so what's the deal? Any ideas?
Check if you have retina and non-retina images, for example
image.png (non-retina / standard).
image#2x.png (retina / hight-resolution).
I had the same issue. In my case it was a matter of commenting out a category method, taken from this SO answer:
Images not showing up when architecture set to 64 bit
I'm developing an iPad app with lots of multimedia content and I want it to work both on retina and non-retina display iPads.
I would like to know if I have to include every single image that will appear in retina and non-retina resolutions like this:
image1.png 1024x768 Standard resolution for fullscreen iPad image.
image1#2x.png 2048x1536 Retina resolution for fullscreen iPad image.
Wouldn't it be enough with the retina resolution and if the app detects that it's running on a non-retina device, then shrink it? It seems to work that way in the simulator.
I'd like to keep the size of the app as low as possible and I don't think that duplicating all the image assets will help.
I have an iPhone 5 optimized app and I would like to upgrade its graphics for iPad Retina.
How can this be accomplished?
Do I have to double the size of every graphic element I currently have from image#2x to image#4x?
If your app is already optimised for the iPhone 5 Retina screen (as in having #2x) image files which are double size graphics for your image assets then you shouldn't need to do anything else for the iPad Retina Screen apart from creating iPad Retina Splash Screens (if necessary).