title: Sprite Kit universal app: Same textures for iPhone and non-retina iPad?
body: <p>Since Sprite Kit / iOS7 only supports iPhone 4 and newer, I don't need non-retina textures on iPhone. So if I have an universal app and want to keep the overall bundle size small, I could use the same textures for retina iPhone and non-retina iPad. (Like in this <a href="https://stackoverflow.com/questions/5088945/use-2x-retina-images-for-ipad-in-universal-app-and-does-apple-prefer-native-ap">question</a>)</p>
  
  <p>To do so, I don't use the standard naming conventions like "@2x", "~ipad", etc. Instead, I load all of my textures depending on the device type. Is that a good idea?</p>
  
  <p>Simplified example:</p>
  
  <pre><code>SKTexture *myTexture;
  
  if (isIPad &amp;&amp; retinaDisplay){        
      myTexture = [SKTexture textureWithImageNamed:@"myTexture_iPad_HD"];
  } else {
      // non-retina iPad and retina iPhone
      myTexture = [SKTexture textureWithImageNamed:@"myTexture_iPad_SD"];        
  }
  
  SKSpriteNode *mySprite = [SKSpriteNode spriteNodeWithTexture:myTexture size:CGSizeMake(...,...)]
  </code></pre>
  
  <p>(The CGSize of the SKSpriteNode depends on the device. The "playable area" on iPad is 960x640. On iPhone it's 480x320. So on iPhone the CGSize is half, of course.)</p>
  
  <p>Thanks in advance for your help!</p>