Thanks Colin, definitely going to try this.

The app resizes and repositions everything based on screen dimensions, so 
changing the resolution won't present any problems.

Sent from my iPhone

> On May 10, 2017, at 9:34 AM, Colin Holgate via use-livecode 
> <use-livecode@lists.runrev.com> wrote:
> 
> 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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