iOS 6 and retina


#1

Hmm … I just updated to iOS 6 (on an iPad 3) and notice that the openGL renderer no longer handles the zoom factor properly.

As long as I don’t use the openGL renderer, everything sizes properly.

Using the openGL renderer, everything is 2x as large as it should be on the pad.

I checked the jucedemo to see if the problem was there as well - yup. Clicking on the openGL demo works fine (but everything is waaaaay to big).


#2

Yeah, I’ve not checked that yet on iOS…


#3

Any word?

I’ll keep up to date and post here when I see it resolve.


#4

Any movement on this? It sure would be cool to start using openGL on iOS again - the Apps are blazing fast with openGL (vs. kinda klunky without).


#5

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.


#6

Yeah, sorry - a couple of people have mentioned this, and it’s easy to do, I just need to get a chance to put my iOS hat on and look at it…


#7

FYI, I’ve checked in a one-liner that hopefully fixes this now. Feedback appreciated, as I’ve only tried it in the simulator.


#8

Looking good here, thanks!


#9

Cheers, that’s fixed it.


#10

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)…


#11

Hmm… That must have been working correctly in the simulator when I tested it… Could it be different in a real device?


#12

EDIT: forget it, my bad. Everything’s ok.


#13

No… I just tried it again, and the demo’s all working nicely. If the coords were wrong, I wouldn’t be able to click on anything.

Not sure why you’d be seeing something different to me (?)


#14

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!


#15

You’re the man Jules, thanks!


#16

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.

comments welcome,
– hugh.