Since Sprite Kit / iOS7 only supports iPhone 4 and newer, I don't need non-retina textures on iPhone. So if I have an universal app and want to keep the overall bundle size small, I could use the same textures for retina iPhone and non-retina iPad. (Like in this question)
To do so, I don't use the standard naming conventions like "@2x", "~ipad", etc. Instead, I load all of my textures depending on the device type. Is that a good idea?
Simplified example:
SKTexture *myTexture;
if (isIPad && retinaDisplay){
myTexture = [SKTexture textureWithImageNamed:@"myTexture_iPad_HD"];
} else {
// non-retina iPad and retina iPhone
myTexture = [SKTexture textureWithImageNamed:@"myTexture_iPad_SD"];
}
SKSpriteNode *mySprite = [SKSpriteNode spriteNodeWithTexture:myTexture size:CGSizeMake(...,...)]
(The CGSize of the SKSpriteNode depends on the device. The "playable area" on iPad is 960x640. On iPhone it's 480x320. So on iPhone the CGSize is half, of course.)
Thanks in advance for your help!