I'm currently in the progress to port my iPhone game to the iPhone 5 resolution. I included the Default-568h@2x.png and
[[UIscreen mainScreen] bounds].size;
gives me the iPhone 5 resolution (320x568px). But the renderBuffer I create in OpenglES 1.1 gets only the old iPhone resolution (640x960px). The way I create the render buffer looks like this:
glGenFramebuffersOES(1, &viewFramebuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
GLint frameBufferWidth, frameBufferHeight;
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &frameBufferWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &frameBufferHeight);
When I'm running the game on the iPhone 5 the game only covers the first 960 pixels of the screen and is squeezed.
Does anybody have an idea how I can create a render buffer that fits the size of the iPhone 5 screen?