title: Screen size in pixels (iPhone 6)
body: <p>According to the page here: <a href="http://www.paintcodeapp.com/news/ultimate-guide-to-iphone-resolutions" rel="nofollow">http://www.paintcodeapp.com/news/ultimate-guide-to-iphone-resolutions</a> the iPhone 6 screen size in pixels should be 750×1334 (1334x750 landscape) however my application seems to think the screen dimensions are 667/375 in landscape and it's not being rendered properly to the entire screen. Here's the code I'm using to get the window dimensions when the application launches as well as opengl. </p>
  
  <p>applicationDidFinishLaunching:</p>
  
  <pre><code>CGRect rect = [[UIScreen mainScreen] bounds];
  CGFloat screenW = rect.size.width;
  CGFloat screenH = rect.size.height;
  </code></pre>
  
  <p>initGL:</p>
  
  <pre><code>CGRect rect = [glView bounds];
  CGFloat screenW = rect.size.width;
  CGFloat screenH = rect.size.height;
  glOrthof(0, screenW, 0, screenH, -1, 1);
  </code></pre>
  
  <p>Both functions print out the same values: 667w/375h. Could this have to do with an issue I had with the splash image, where basically I had to rename it from <code>Default-667h@2x.png</code> to <code>Default-375w-667h@2x.png</code> to get it to load properly? I feel like this is something simple I'm missing here, any help is appreciated.</p>