I've been trying to get my box2d game to work in retina mode, and I'm running into a lot of irritating issues when running in higher-resolution mode.
cocos2d renders my graphics correctly in retina mode, but I'm finding the need for hack after hack to get box2d to work the same as in lower-resolution mode. For example, I'm finding I need to do something like this to get the debug draw shape size correct in retina mode:
b2Vec2 vertices[4];
vertices[0].Set(-0.5f / CC_CONTENT_SCALE_FACTOR(), 1.0f / CC_CONTENT_SCALE_FACTOR());
vertices[1].Set(-0.5f / CC_CONTENT_SCALE_FACTOR(), -1.0f / CC_CONTENT_SCALE_FACTOR());
vertices[2].Set(0.5f / CC_CONTENT_SCALE_FACTOR(), -1.0f / CC_CONTENT_SCALE_FACTOR());
vertices[3].Set(0.5f / CC_CONTENT_SCALE_FACTOR(), 1.0f / CC_CONTENT_SCALE_FACTOR());
int32 count = 4;
b2PolygonShape polygon;
polygon.Set(vertices, count);
That hack (adjusting all vertex points by CC_CONTENT_SCALE_FACTOR()
), of course inevitably leads to a density hack, to keep movement similar to lower-resolution mode:
b2FixtureDef fixtureDef;
fixtureDef.shape = &polygon;
fixtureDef.density = 1.0f * CC_CONTENT_SCALE_FACTOR();
fixtureDef.friction = 0.9f;
playerBody->CreateFixture(&fixtureDef);
And that leads to another adjustment hack when applying forces:
b2Vec2 force = b2Vec2(10.0f / CC_CONTENT_SCALE_FACTOR(), 15.0f / CC_CONTENT_SCALE_FACTOR());
playerBody->ApplyLinearImpulse(force, playerBody->GetPosition());
Keep in mind, I'm drawing in debug mode by scaling my debug draw calls, like so:
glPushMatrix();
glScalef(CC_CONTENT_SCALE_FACTOR(), CC_CONTENT_SCALE_FACTOR(), 1.0f);
world->DrawDebugData();
glPopMatrix();
What is it that I'm fundamentally misunderstanding about getting box2d to work with retina mode? I'm using Steffen Itterheim's suggested Box2DHelper class in place of PTM_RATIO
, but that just doesn't seem to be enough. Any ideas? I'm about to give up entirely on retina mode for my game at this point.