title: CAEmitterLayer: Using an @2x (retina) png image with CAEmitterCell
body: <p>Using CAEmitterLayer, @2x (retina) images aren't being scaled property like they do elsewhere in iOS. The result I'm getting is the @2x version is being displayed 4x the size of the non-retina image instead of being scaled down.</p>
  
  <p>Any idea of how to fix this? I have tried testing the image pain in a UIImageView and the results are as they should be, so this appears to be a problem with CAEmitterLayer and CAEmitterCell. The images have the correct @2x.png specifier.</p>
  
  <p>Here's the code I'm using :</p>
  
  <pre><code>CAEmitterLayer *fallingCoinEmitter = [CAEmitterLayer layer];
  fallingCoinEmitter.emitterPosition = CGPointMake(self.view.bounds.size.width / 2.0, -30);
  fallingCoinEmitter.emitterSize = CGSizeMake(self.view.bounds.size.width * 2.0, 0.0);;
  
      // Spawn points for the flakes are within on the outline of the line
  fallingCoinEmitter.emitterMode  = kCAEmitterLayerOutline;
  fallingCoinEmitter.emitterShape = kCAEmitterLayerLine;
  
      // Configure the snowflake emitter cell
  CAEmitterCell *coin = [CAEmitterCell emitterCell];
  coin.birthRate      = 8.0;
  coin.lifetime       = 5.0;
  coin.velocity       = -180;             // falling down slowly
  coin.velocityRange = 80;
  coin.yAcceleration = 40;
  coin.emissionRange = 0.4 * M_PI;        // some variation in angle
  coin.spinRange      = 0.45 * M_PI;      // slow spin
  coin.contents       = (id) [[UIImage imageNamed:@"Coin_Generic_Emitter"] CGImage];
  coin.scale          = 1.0;
  coin.scaleRange     = 0.0;
  
      // Make the flakes seem inset in the background
  fallingCoinEmitter.shadowOpacity = 1.0;
  fallingCoinEmitter.shadowRadius  = 4.0;
  fallingCoinEmitter.shadowOffset  = CGSizeMake(0.0, 3.0);
  UIColor *darkGreenColor = [UIColor colorWithRed:0.005 green:0.163 blue:0.005 alpha:1.000];
  fallingCoinEmitter.shadowColor   = [darkGreenColor CGColor];
  [fallingCoinEmitter setContentsScale:[UIScreen mainScreen].scale];
  //fallingCoinEmitter.shouldRasterize = YES;
  //[fallingCoinEmitter setRasterizationScale:[UIScreen mainScreen].scale];
  //fallingCoinEmitter.scale = fallingCoinEmitter.scale / [[UIScreen mainScreen] scale];
  
      // Add everything to our backing layer below the UIContol defined in the storyboard
  fallingCoinEmitter.emitterCells = [NSArray arrayWithObject:coin];
  [self.view.layer insertSublayer:fallingCoinEmitter atIndex:0];
  </code></pre>
  
  <p>Thanks!</p>
  
  <p>Update:</p>
  
  <p>@Fabian, setting contentScale isn't working, at least not my solution</p>
  
  <pre><code>    [fallingCoinEmitter setContentsScale:[UIScreen mainScreen].scale];
  </code></pre>
  
  <p>I also tried this with no results..</p>
  
  <pre><code>    emitter.shouldRasterize = YES;
      [emitter setRasterizationScale:[UIScreen mainScreen].scale];
  </code></pre>
  
  <p>And settings the scale range did not work. There's still a difference between the sizes on the iPad 2 and 3 (w RD).</p>