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  12. Hello & Welcome to the µGFX community! The µGFX library is completely platform agnostic. You should be able to get it to work on AM64x baremetal without any issues. Here's the corresponding documentation for a baremetal target: https://wiki.ugfx.io/index.php/BareMetal
  13. Dear Team, How can i use the UGFX library on AM64x without any OS (baremetal)? Thanks Shankar
  14. Hello & Welcome to the µGFX community! Should be fixed now - Thank you for bringing this to our attention.
  15. It seems like the Git repo is down and when trying to clone from https://git.ugfx.io/ugfx/ugfx.git I just get a 503 error. This has been happening for at least 2 weeks now. Is there a new location or is it actually down right now?
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  17. Hello & Welcome to the µGFX community! It's pretty much impossible for us to help without more information such as how you integrated the µGFX library and actual build error messages.
  18. Primarily my issue is including the library properly and getting it to compile at all. I always get missing includes like "FreeRTOS.h" being undefined or various symbols not existing. So I need help with configuring uGFX as an ESP-IDF component while having it compile.
  19. I want to use uGFX as a graphics library for drawing things like lines and rectangles on my ESP32. I have tried to follow everything in this thread: https://community.ugfx.io/topic/4345-ugfx-port-for-esp32-and-esp-idf But no matter what I try, I always get compilation errors about header files not being found or things being undefined. I would appreciate if there was an example project or a wiki somewhere about running this on ESP32 microcontrollers. Thanks!
  20. Or make the circle an image. If you have the flash memory to spare.
  21. If you only work with an 18x18 image, PNG is the wrong format to choose. For such as small image, you're better of using something like BMP or even the NATIVE format. PNG does have a minimum overhead of 34k. See the "RAM usage" section in the documentation: https://wiki.ugfx.io/index.php/Images#PNG
  22. I want to display an 18*18 png image, but I can't display it, and when I debug, I found that I need to apply 36k heap memory to decode using the png decoder, where sizesizeof(PNG_decode) requires 35k, and my image data only needs 154 bytes of memory. This situation makes my MCU unable to display png images, how can I fix it?
  23. Anti-aliasing is something that is currently only supported by font rendering. Circles (or any drawing operation other than fonts) are never anti-aliased. The reason for this is the amount of code and the complexity in the drawing operations make it not suitable for such a small graphics library as uGFX. Anti-aliasing operations are also very slow for most of the displays uGFX support because it requires reading back from the display frame-buffer, an operation that is very slow on many devices. Of-course, if your display is not capable of read-back (and many aren't), anti-aliasing will not work at all, even for fonts. If you want to anti-alias your circle, a would suggest drawing a circle 1 pixel larger diameter in a color that is a blend between the circle color and the background color. Then draw you circle on top of that. That will have the effect of filling in the edge pixels.
  24. As you can see, the resulting circle has some missing corners, how should I fix it?
  25. Hi, Can you please provide more details? What do you consider to be defective?
  26. Here's my code: gdispGFillCircle(g, 120, 120, 30, HTML2COLOR(0xFF8D1A)); And Anti-aliasing is turned on. #define GDISP_NEED_ANTIALIAS GFXON
  27. The problem with adding the attribute tag is that it is a compiler specific solution. This means that adding the attribute actually breaks the code for other compilers. The solution of course is to make a compiler specific macro that defines it as the attribute where possible and defines it as blank otherwise. There are lots of optimiser style bugs that exist and each compiler, and every optimisation level, is different. GCC is particularly bad, or atleast it was a few years ago when I was playing with this stuff. It is often hard to find bugs that are not source bugs but rather optimiser bugs. In summary, well done on finding this, and especially in finding a solution. When Joel or I find a moment we will add a suitable "no-inline" macro to these calls.
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