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inakto

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Posts posted by inakto

  1. 6 hours ago, Joel Bodenmann said:

    Blitting a pixmap on a system like that should not not be a visible operation, it should happen so fast that it appears to be instant.

    My friend and I managed to move the heap onto the external SDRAM. It turns out there is a frame buffer on there as well, so we had to move the heap beside the framebuffer on the RAM. 

    Now I was able to increase the heap size and create a pixmap of 800x480. Blitting the entire screen takes about 1.2 seconds.

    This is good enough for our UI development so we will continue with that and migrate everything over to official support when it happens.

    Thanks for the continued updates on that.

     

     

  2. Hi @Joel Bodenmann & @inmarket my friend helped me again to get pixmaps working on the project in Keil. I am able to run the pixmap demo code located here: https://wiki.ugfx.io/index.php/Pixmaps However, I now have a problem in that I can only create pixmaps of size ~100x50 maximum. I suspect a memory limitation. Without larger pixmaps I can't really see if there is an improvement in rendering.

    Thanks.

  3. @inmarket Thanks for those points.

     I was using ROMFS to read the file from internal flash. I saw the caching, but when I tried to use it it returned error, not enough ram. I read somewhere else here that the library is not using external ram for caching, but there is a workaround. I also read someone say that the performance difference between cached image and flash image is negligible. Eventually we will he reading map tiles from sdcard so it will need to be cached once loaded.

    I'll look into building the project with full make.

    Thanks for you help here, I will keep posting as I learn how to use this great library.

  4. On 8/26/2016 at 20:01, olegator said:

    Wow! Really time is big spiral 

    10 years ago, i've created the map software with tile engine for popular in that times Symbian phones - http://my-symbian.com/forum/viewtopic.php?t=22983&postdays=0&postorder=asc&start=0

    There was CPU arm9 with 150-200Mhz clock freq, and it was enough for smooth decoding png/jpg tiles, then rendering them in real time and smooth scrolling. Therefore, your project have good chances too success - STM32F469i has a better performance and more RAM, than that old smartphones.

    So, if you have any questions about tile map engine - you are welcome to ask it here, i'll try to help 

     

     

    Thanks for your offer, I'm glad you think the project is feasible. I was most worried about the decoding of the PNG files, as the map tiles come in that format.

    @Joel Bodenmann I tried loading BMP files but it is rather slow (10 fps?). Also, I tired enabling pixmaps to boost performance but there are multiple errors when the #define is enabled.

    For the map area I am using a window object and using the primitive draw methods to draw to only that window. This seems to work well enough.

    Keep up the good work, I'm glad support is coming soon.

     

     

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