title: glDrawArrays problems on retina display
body: <p>I want to draw simple square with size of full screen with glDrawArray method in cocos2d. When retina is disabled everything draws as expected but when enabled - everything is half as big as it should be. (it seems like coordinate system in glDrawArray is not in points but in pixels)</p>
  
  <p>Other draw functions works as expected but since I am drawing complicated shapes we have to use glDrawArray since it is much faster.</p>
  
  <p>Any ideas how to solve this?</p>
  
  <pre><code>-(void) draw
  {
      CGPoint box[4];
      CGPoint boxTex[4];
  
      CGSize winSize = [[CCDirector sharedDirector] winSize];
  
      //float boxSize = winSize.width;
  
      box[0] = ccp(0,winSize.height); // top left
      box[1] = ccp(0,0); // bottom left
      box[2] = ccp(winSize.width,winSize.height);
      box[3] = ccp(winSize.width,0);
  
      boxTex[0] = ccp(0,1);
      boxTex[1] = ccp(0,0);
      boxTex[2] = ccp(1,1);
      boxTex[3] = ccp(1,0);
  
      // texture backround
      glBindTexture(GL_TEXTURE_2D, self.sprite.texture.name);
      glVertexPointer(2, GL_FLOAT, 0, box);
      glTexCoordPointer(2, GL_FLOAT, 0, boxTex);
      glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
  }
  </code></pre>