*Solution* I needed to use display.newImageRect() instead of display.newImage().
Most of the graphics in my app are loaded as sprites, however there are a couple of graphics that I use display.newImage() for. The graphics loaded in as images are not scaled properly when tested on the iPhone 3GS or iPhone 4(I do not have an iPhone 4S at this time). The same build works fine on the iPad and iPad 2 and the apk built off from the same files works fine on my GalaxyTab 10.1 and Bionic. Both of the iPhones are running iOS 5.0.1. The images are 800x600 and my app only orients to landscape(left or right). Below is my config.lua and build.settings files.
config.lua
application =
{
content =
{
width = 600,
height = 800,
scale = "letterbox",
fps = 60,
}
}
build.settings
settings =
{
orientation =
{
default = "landscapeRight",
supported =
{
"landscapeLeft",
"landscapeRight",
},
},
iphone =
{
plist =
{
CFBundleIconFile = "Icon.png",
CFBundleIconFiles = {
"Icon.png" ,
"Icon2x.png" ,
"Icon-hdpi.png",
-- "Icon-72.png" ,
},
-- set minimum OS version if desirable
-- http://en.wikipedia.org/wiki/List\_of\_iOS\_devices#Models
-- iPhone = 3.1.3, iPhone3G = 4.2.1, iPhone3GS = 5.0.1, iPhone4 = 5.0.1, iPhone4S = 5.0.1 (as of Jan. 2012)
-- Corona will automatically set the minimum that it covers. Only time this is useful is when you want to
-- set the minimum higher than what is automatically set.
MinimumOSVersion="4.3",
},
},
}
Is there something I should be doing to make sure that images scale to the correct resolution on the iPhone? [import]uid: 100558 topic_id: 20721 reply_id: 320721[/import]
[import]uid: 52491 topic_id: 20721 reply_id: 81452[/import]