Question about Apple's new iPad retina requirement.
Apple recently made it a requirement that apps support all retina displays for both iPads and iPhones.
What acceptable options are available in AIR for supporting the iPad Retina display and still meet Apple's new requirement?
Here's my situation :
I've been working on a universal app using AIR 3.6 that works well in all iOS resolutions other than for iPad retina (2048x1536).
When building native support for the iPad retina resolution, the app performance is very poor (due to having to animate and manipulate such large bitmaps). The coding approaches that I've used are supposed to be good on performance, so I doubt that I can optimize things to the point where the performance would be acceptable using the larger art assets.
In comparison, when I use an older version of AIR (3.2) and let the iOS compatibility mode automatically scale up the app to fill the 2048x1536 screen, the performace of the app is just fine (and looks almost identical).
Would using this type of approach cause an app to be rejected by Apple now?
It appears that AIR 3.6 added the ability to restrict just the the iPad high resolution (without restricting iPhones ) using :
<requestedDisplayResolution excludeDevices="iPad3">high</requestedDisplayResolution>
It seems that this would solve my performance issue, but I'm not sure if Apple's new "retina support requirement" would result in my AIR app being rejected if I used this approach to disable iPad Retina support.
Does anyone know if Apple will now accept an app that was built with iPad retina support disabled through this approach?
Another option that I've tried that may be a workable solution is :
During launch when 2048x1536 resolution is detected, the app loads all of the 1024x768 art assets instead and then scales up the app by a factor of two (using scaleX = scaleY = 2).
The above seems to generate acceptable performance. The artworks looks a little blurrier and less crisp using this approach due to the scaling, but is acceptable to me personally. As this is technically using "standard" resolution art assets and scaling them up, would taking this approach get rejected by Apple?
I'm open to any other options/approaches/suggestions to adding iPad retina support that would allow me to address the performance issues on iPad retina and still allow my app to get approved by Apple. I'm just a little bit confused on what constitutes an app having "iPad Retina" support. Does the app just need to be compiled with a newer version of the iOS SDK to get through the approval process, or does this mean something else?
Thanks.
