Taking care of cross-device compatibility
When developing an iOS game, we need to know which device to target. Besides the obvious technical differences between all of the iOS devices, there are two factors we need to actively take care of: screen size and texture size limit.
Note
For a quick reference on the differences between iOS devices, take a look at the comparison table at http://www.iosres.com/.
Let's take a closer look at how to deal with the texture size limit and screen sizes.
Understanding the texture size limit
Every graphics card has a limit for the maximum size texture it can display. If a texture is bigger than the texture size limit, it can't be loaded and will appear black on the screen. A texture size limit has power-of-two dimensions and is a square such as 1024 pixels in width and in height or 2048 x 2048 pixels.
When loading a texture, they don't need to have power-of-two dimensions. In fact, the texture does not have to be a square. However, it is a best practice for a texture...