I’m in the process of evaluating JUCE for a commercial product and have run into this too (latest tip). Would be nice to get this fixed (I suspect it’s a divide-by-two one-liner somewhere?). Steps to reproduce:
Build Juce Demo for iOS
Run on an iPhone with retina display using iOS 6 (I suspect other models also exhibit the problem)
Select ‘Use OpenGL Renderer’
Everything is rendered ‘twice size’ (aside from the drop down menus, which still look OK)
If it helps, the last version I evaluated (module versions were 2.0.27) exhibited a bug in a similar area where the OpenGL renderer drew everything at the correct size but with what looked like a 2x blur.
Also slightly related, if the OpenGL renderer is used on iOS then the webview appears black.
However, the position of mouse events now seems to be off (not sure whether that was the case before the fix, but probably not): so when I touch the screen at, say, (500,500), I get a mouse event at (250,250)…
I don’t anymore… sorry the previous post wasn’t 100 % clear about this. My project was already created in October, and the scaling of the graphics context that you introduced in November wasn’t yet implemented. Again, sorry for the hassle!
Sorry guys, a bit late here, i already had that fixed in my local copy.
I’ve been meaning to send it in, but i havent yet tried it out on a real retina device - allthough it seems to work in the simulator.
is anyone interested in starting up a little test group for JUCE iOS apps. I can test on an ipad mini, but i dont have a ipad3/4. Has anyone else looked into testflightapp.com? I’ve been hoping to distribute betas over the air with it.