csteaderman
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Posts posted by csteaderman
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Thanks for the pointers, PIXMAP is just what I was looking for. Do PIXMAPs natively support alpha blending? Right now I am using one PIXMAP to draw (blit) a background image and another PIXMAP to blit a PNG with transparent background on top of the background. Unfortunately, the background color of the top PIXMAP is rendered as black.
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- The Image is a PNG file, loaded in ROMFS.
- Will gdispImageCache improve rendering time in initial draw or only subsequent drawing? I have multiple MB RAM, so no problem.
- Pixmap was next on my list of implementation capabilities.
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My target hardware is an Atmel SAMA5D2 with built in display controller and an 800x480 pixel display. I have chosen the Framebuffer model for the display driver. The hardware controller supports up to 4 layers, but I am only using one right now. When I integrate Pixmap support, I will take advantage of the multiple layers. At this time I have implemented the sample benchmark program and am getting a little more than 10M pixels per second drawing random size/color boxes. I am now trying to render a full screen bitmap as the background. The problem is that I can see the image rendered row by row. Is there a configuration setting to change the buffer size that is decoded and written to the display so that more of the bitmap is rendered per call? Is there an event/callback that I can hook in order to know that uGFX is done rendering the bitmap so that I can buffer the smaller writes and then quickly switch the DMA buffer? Any pointers would be appreciated.
Thanks,
Charlie
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Thanks so much for the pointer. The final solution was even easier because the code to handle the 3 byte per pixel buffer had already been written in some support code from Atmel. I simply needed to modify the uGFX framebuffer calls to call the Atmel code. Now on to optimizations.
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I'm bringing up a display connected to an Atmel SAMA5D2 Xplained evaluation board. I assumed that the display was a framebuffer as Atmel's sample code assigns a buffer for the display that gets sent to the display. It is setup for 8 bits per pixel, but the framebuffer expects each pixel to be represented by 3 bytes, rather than the 4 bytes that uGFX seems to want to allocate. Is there a way for me to configure uGFX to represent each pixel by exactly 3 bytes (24 bits)?
Full screen background image slow rendering
in Support
Posted
Joel,
Thanks for the followup. I will wait to hear what you are able to get. Thanks.