title: Retina Display Bug? (Cocos2d)
body: <p>I am using <code>enableRetinaDisplay</code> in my project and it is working very well except when I use this code.</p>
  
  <pre><code>//+++VRope
      //create batchnode to render rope segments
      CCSpriteBatchNode *ropeSegmentSprite = [CCSpriteBatchNode batchNodeWithFile:@"rope.png" ];
      [game addChild:ropeSegmentSprite];
      //Create two cgpoints for start and end point of rope
      CGPoint pointA = ccp(73, 330); //Top
      CGPoint pointB = ccp(self.position.x +5, self.position.y +30); //Bottom
      //create vrope using initWithPoints method
      verletRope = [[VRope alloc] initWithPoints:pointA pointB:pointB spriteSheet:ropeSegmentSprite];
  </code></pre>
  
  <p>Instead of drawing one high-res image of the rope, this code is drawing two rope images. I know that it is the retina display that is causing this because I tested it on an iphone 3gs and the simulator and it works great... until I test it on my iphone 4 then it draws two ropes instead of one. Am I doing something wrong?</p>