Without that line the browser part will be using native code to use Retina, and 
the LiveCode part won’t be using Retina.

Not sure if it will make a difference on Android, there you just get more 
pixels. As there are so many different screen sizes, Google don’t do the 
automatic handling of doubling up the image that iOS does.

Now, whether it even fills the screen on either platform will depend on the 
scale modes you’re using.


> On May 10, 2017, at 8:43 AM, Jonathan Lynch via use-livecode 
> <use-livecode@lists.runrev.com> wrote:
> 
> I do not - is the issue about insufficient resolution?
> 
> Buttons displayed through a browser don't look jagged, so I thought it was 
> more about how they are rendered.
> 
> I also want it to look good on Android, which does not have Retina display.
> 
> I will give it a try and report back.
> 
> Sent from my iPhone
> 
>> On May 10, 2017, at 7:59 AM, Colin Holgate via use-livecode 
>> <use-livecode@lists.runrev.com> wrote:
>> 
>> Do you have something on these lines?:
>> 
>> “on preopenstack
>>  if the platform contains "iphone" then iphoneUseDeviceResolution true
>> end preopenstack”
>> 
>> 
>>> On May 10, 2017, at 7:38 AM, Jonathan Lynch via use-livecode 
>>> <use-livecode@lists.runrev.com> wrote:
>>> 
>>> I just tested Augmented Earth on my iPhone. I was thrilled that webgl works 
>>> in the browser widget with the right standalone settings.
>>> 
>>> However, I was a bit distressed to see raggedy edges on round-radius 
>>> buttons.
>>> 
>>> What object should we use to have scalable buttons that look good on all 
>>> platforms?
>>> 
>>> 
>>> Sent from my iPhone
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