title: How to scale up batchnode in cocos2d correctly?
body: <p>I want to support HD display for my new app with only one set of images. I wrote a container for the sprite so that it can scale the image up based on it's anchor point when needed. But when I create the images in spritesheet, I cannot find a way to achieve the same thing. Since all the images are loaded in a batchnode, and I can't find a way to scale up the batchnode correctly, say scale each image in the batchnode based on a different anchor point. So I'm wondering if anyone know any solutions to this problem?</p>
  
  <p>Thank you in advance for any reply!</p>