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I'm using a combination of xcasses and sktextureatlases to load images. I've named all my desired 6 plus images with a 3x extension. However, when loading my app everything is created as 2x.. What am I doing wrong?

I noticed when I don't use a launch screen file it seems to work? What is going on here?

enter image description here

enter image description here

I load images this way

let baseImage = UIImage(named: "base")

I load the texture atlas for my sprites and it picks the 2x image.. what do i do?

hamobi
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  • i noticed that using a xib file i have an issue, but if i create launch images in my xcassets folder i dont have a problem – hamobi Dec 24 '14 at 00:35
  • it's (xc)assets, not what you wrote ;) – CodeSmile Dec 24 '14 at 17:36
  • Did you get this to work, how? I do use LaunchScreen.xib as per the Xcode6 game sprite kit template, but for iPhone 6 Plus the sprites loaded from atlas is always the 2x ones, even though iPhone 6 Plus seems to launch in 414x736 point mode. – Jonny Feb 25 '15 at 21:51
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    http://stackoverflow.com/questions/28146685/spritekit-not-loading-3x-images-from-sktextureatlas i followed this.. but even then my game didnt look right to me. I just used ended up using all the 2x assets for the iphone 6 plus and let it scale it for the bigger screen – hamobi Feb 25 '15 at 21:53

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