It's not your certificate. You need to allow for the scaling on the iPad3 as it has a retina display.
You also need to provide new textures/images appropriately sized to take advantage of the retina display. You could use the existing non-retina artwork and it'll probably look okay. But it wont look perfect.
I've not used cocos2d. Are you using GlKit also, as GLkView expects you to allow for the scale on secreen.
For example if you just want to upscale what you've already created you could look for where the viewport gets set:
int scale = 1; // default is 1 - non-retina. It's adjusted below according to the scale on the device
if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)]
&& [[UIScreen mainScreen] scale] == 2.0) {
scale = [[UIScreen mainScreen] scale];
}
// Set the viewport
glViewport(0, 0, backingWidth*scale, backingHeight*scale);
I wouldn't do this, or I wouldn't only do this as it doesn't really fix your problem properly. I'm also surprised that cocos2d doesn't already have a way to handle this built in.
Also what is the view that you render into is it a EAGLView : UIView using an CAEAGLLayer to render your OPENGL or is it a GLKView. If you change it from the latter this will also get rid of the problem in the same way the code pasted in will get rid of it. Neither of which are the best way to approach it. But it's a simple answer to your problem, perhaps someone else would care to write a more detailed response.