Hi,
I’ve followed the guidelines of supernapie & ourcade to implement the proper Apple way of handling hi-def screens (aka blurry/aliased sprites despite pixel mode in webkit).
The result is crisper, as expected.
I’ve however been unable to figure out how tilemaps handle the different levels of detail. So far I’ve simply created an @2x scaled copy of my tileset and loaded it with twice the tilewidth / height & h/v spacing (no bleed) and applied a scale level when creating the tile. The result is pretty mangled.
Is there a “normal” way to handle the higher res versions of a same tilemap?
N.B. @samme we discussed the use of canvas in my previous post to solve blurry images in webkit / ios ; it solved the blurriness but I noticed a significantly higher power draw in that mode; about 2x to 3x the battery drain. That’s too much to allow CANVAS to go to production (120x160px, scaled, draining 55% battery in 1hr is too much IMHO). Hence my return to the WEBGL topic…