Replies: 3 comments
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I was able to reduce the time to 88mS by converting the Bitmap_array to the PixelFormat RGBA2222. Now I wonder about the way to construct a Color Palette while proceeding the bytes in the array, my images have less than 16 colors. Is it possible to have a hint how to create and use a Palette with "drawBitmap()"? |
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If you are so concerned about speed it is better to use 'fabgl::VGA2Controller' and low resolutions. |
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I do not understand why you use the tjpg lib with a 11 seconds per image speed for 400x300? While I was able to achieve 88mS with a PNG library and 256X256 images! (That would be 40 times faster with your images) By the way I was using the 64 colors in my projects... |
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I was trying to enhance the solution for image drawing proposed in this discussion :
#160
The solution provided by "e-labInnovations" is a very slow process taking more than 900mS to display a 256 X 256 picture.
I had better performance using this code instead of his :
But it still take 630mS to display the picture!
So I tried to convert a line_array to a Bitmap_array to accelerate the process :
Now the process take only 65mS to display the picture, but the picture is partially displayed between 20% to 50% vertically...
Some horizontal lines get lost in the process, probably due by the VGA synchronization process, is there a way to display the missing lines correctly?
The only found solution at the moment is to put a "canvas.waitCompletion(false);" after the drawBitmap(), but it increase the process to 120mS.
I tried to put the "canvas.waitCompletion(false);" before the drawBitmap(), but it create some garbage in my picture, do you know why?
Any answer would be greatly appreciated...
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