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Retina images @2x mapproxy
Retina images @2x mapproxy







retina images @2x mapproxy

Width and height are multiplied by 2 if it is retina display.

retina images @2x mapproxy

I cut this big image and create animation. If the app is running on an iPhone 3gs, image.png is automatically loaded. For example, you can have two images called image.png and image2x.png (the higher resolution version of the same image). I'm trying to optimize my animation appearance, so I want to load one big image once and cut it by frames.įirstly, I load big image or then using cycle for (int i = 0 i

#RETINA IMAGES @2X MAPPROXY SIMULATOR#

I cleaned/rebuild my project many times, I reset IOS simulator settings, no result. 2x makes a difference if you are compressing bitmapped images as you should be. Retina *image = [UIImage picked and then it scaled by 2.0 when I'm adding it to view. We will put the background-size property right in the ruleset that holds the non-retina version at the top of our footer section, not inside the media query. it would be nice if it could generate a higher resoluted version of the image with name2x.jpg. At the moment there is only the image attribute that gives me back the name of the uploaded image and can generate thumbnails. If i try to set proper image name manually: if ( & Css Serving the 2x image only to retina devices We have to use the background-size property in order to ensure the seaweed is constrained appropriately. Apple Retina for example needs for a 300x150px image a resolution of 600x300px. UIImage *image = [UIImage me the width of image. My images are named according so they are all named the same besides the extension for each device. I know I have to use the extension in order to get them to properly show and I do that. In my application, I am having trouble with showing iPad Retina images. I'm using Xcode 4.5.2, the app is targeting iOS 6.0.









Retina images @2x mapproxy