iPad / iPhone textures

Hi guys,
Supposing a universal app targetting iPhone and iPad, what’s the best way of handling the different texture sizes required for the UI?

  1. Have the textures in their largest size and just scale the GUITexture quad by 0.5 for iPhone,

  2. Have 2 separate texture sets, one for iPhone and one for iPad and use the correct set for each device.

Would the first solution be optimal for iPhone?

Also, the new iPhone 4G will have a 960x640 screen, that’s another ratio and resolution to keep in mind if we want a game to be compatible with it; Another texture set?

Scaling the largest texture should work fine, but it will use more memory than a smaller texture. If this is an issue, you could save memory on the lower-resolution device by using a smaller texture.

I see, I don’t think it will be an issue :slight_smile:

Thanks mate.