I finally got it working, but I had to modify the code. The new code I
put in is:
-(float) scaledMetersPerPixel
{
float currScreenScale = (double)([[UIScreen mainScreen] scale] ==
2.0) ? 1.0 : 1.0;
float projMetersPerPixel = (float)[mercatorToScreenProjection
metersPerPixel];
float scaledMetersPerPixel = projMetersPerPixel*(currScreenScale);
return scaledMetersPerPixel;
}
Basically this is just complex code to return the projected
metersPerPixel. Unfortunately, using division by the mainScreen scale
gave me the wrong tileset (I needed 11 and it gave me 12 on retina).
This seems to work for me... but I am not sure how well it would work
for others. Increasing or decreasing the "true" 1.0 might make the map
scales a little sharper or blur them. But I found 1.0 to be pretty
much as good as I could get it.
I'm certainly open to any comments or suggestions. This just simply
works... but its probably not the best way to do it.
-Mark
On Nov 1, 10:18 am, Mark Rabenhorst