Sharp images in iPhone app but grainy images in iPad app - iphone

We're using retina images in our iPhone app (i.e., double the size).
The images render great on an iPhone 4 -- sharp and crisp. However, for the same app, the images look grainy on an iPad when run in "1x" mode (i.e., iPhone app size).
The code is exactly the same for both apps. There is no iPad version. People just download the iPhone version on iPads.
Are we supposed to use different images for the iPad?
Here is the app: http://itunes.apple.com/app/dumpling/id514239919
If you download it on an iPhone and then again on an iPad, you'll see the difference.

If the app is not universal then they are rendering the iPhone version on the iPad. I'm assuming you aren't in "2X" mode so if you are on an iPad 1 or 2 your app would not be using the retina graphics so it'll look grainy. Have you tested this on an iPad 3? This should render correctly for you with the #2x images.

Related

iPhone App truncating at bottom while running in iPad

I am developing an iPhone app which should support iPad (not compatible but with support for 1X and 2X option at bottom). My app supports iPhone 5,6 and 6 plus as expected, but when I run the app in an iPad some part of the screen is getting truncated at bottom. How do I fix this? It should show the full iPhone screen in iPad.
Make you app support iPhone 4s screen size. It seems that iPad runs iPhone app as in a 3.5 inch screen.

Iphone only app cuts of the bottom of the screen when viewed in Ipad mode (2x)

my app is very basic and looks great on the iphone but in compatability mode 2x on the ipad it does not show the same screen as on the iphone. it was built as an iphone only app and has no major graphs. this is what Apple told me. 2.10: iPhone apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
I've had the same behavior on a physical iPad 2 for an existing working iPhone-only app.
In fact, after adding for each Retina images (suffixed by #2x) a corresponding non-Retina version in the project, my app launched successfully on the iPad, without any modifications...
I'm not sure it will work for you, but might worth to try ?

How to support both iPad and iPhone retina graphics in universal apps

Apple presented new iPad that support retina graphics.
I saw this link retina graphic in apple apps. As you can see apple just use "#2x" suffix for retina iPad display.
I have an universal app. So how to support retina in new iPad and iPhone? Will iPad retina use suffix "#2x" similar to iPad?
I just created a test app and tested.
So for devices without retina:
ImageName.png - For iPhone/iPod
ImageName~ipad.png -- For iPad
For devices with retina display:
ImageName#2x.png - For iPhone/iPod
ImageName#2x~ipad.png -- For iPad
And you can still use #2x if your iPhone high resolution image and iPad high resolution image have the same size.
To load the image just use [UIImage imageNamed:#"ImageName.png"];
I just tested it on iOS simulator for iOS 5.1, 5.0 and 4.3.
By the way why you should use #2x and nothing more.
The main thing because you shouldn't use the same graphics on iPhone and iPad, because iPhone and iPad has different size. And if you will use the same size the graphics will already done for you iPad retina display (if you previously use iPhone retina display). If you will images with different size, so you will use different image names for iPhone and iPad. So in this side you need just add #2x suffix.
That's why you should use just #2x suffix. - these are my thoughts.
I found that the iPad mini/non retina iPad hardware, not simulator, would fall back on ImageName.png, not ImageName~ipad.png as you would expect from rowwingman's answer.
Looking at the docs, referenced in another StackOverflow question by Nate, it seems as though appending the device to iphone images is the correct way to do it.
MyImage.png - Default version of an image resource.
MyImage#2x.png - High-resolution version of an image resource for devices with Retina displays.
MyImage~iphone.png - Version of an image for iPhone and iPod touch.
MyImage#2x~iphone.png - High-resolution version of an image for iPhone and iPod touch devices with Retina displays.
Image, Sound, and Video Resources

Running Iphone App on Ipad

how do you make the Iphone app run as 2X on Ipad automatically?
Building the app as both Iphone and Ipad would require you to build the Ipad from scratch right?
I prefer the 2x mode on IPad, but the build says its only geared toward Iphone. I like the user to use this app for both Iphone and Ipad, and 2x inside IPAD.
Any app built for the iPhone will run on iPad either at default size or zoomed in to 2X size, but you can't control what the user selects.
It is possible to create a universal application where you design an interface for both the iPhone and the iPad within the same app. The alternative is creating an entirely separate app for the iPad.
Whether to run an iPhone app in 1x or 2x mode on an iPad is entirely up to the user. It's not something you can control. If you want it to be fullscreen always on an iPad, you'll need to make your app handle iPads.

Flash iPhone app pixelated once displayed on iPhone4

I have made the app in the larger resolution for iPhone4, and when I test it in 3GS it works/looks fine, the app scales DOWN accordingly. But when I test app on iPhone 4 it appears for reason to scale it down and then back up again creating a pixelated look. This applies to vector assets and text within the flash project as well which is even weirder in my opinion. My SWF is 640x920px.
According to this post support for retina-display graphics is not yet supported. The two output sizes are either low-resolution iPhone or iPad. To wit:
The current version of PFI produces apps that run at 320x480 on iphones and ipods or 1024x768 on ipads. Support for 964x480 is something we're looking into adding for a future release.