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 11 
 on: April 28, 2024, 01:33:52 PM 
Started by FlorianG - Last post by FlorianG
Hi,
firstly I go directly from the CPU to the RAM G. but you can also show another example by having the method of going from the CPU to the flash then to the RAM G

 12 
 on: April 27, 2024, 09:57:44 PM 
Started by darkjezter - Last post by Rudolph
I need to use Roboto and compared what I converted to builtin font 31, looked really similar.
Now I remembered this post and it turns out that fonts 26 to 34 *are* Roboto. :-)
I need more than "Basic Latin" though, at very least some from "Latin-1 Supplement" as well.

Ok, I have a couple more questions now.
I am using a BT817 and the datasheet says that the four largest fonts are encoded in ASTC 8x8 format.
And using both ROM fonts and custom fonts would mean that I could reduce the usage of custom fonts.

What are the font sizes the internal fonts are converted to?
To match font number 31 I had to convert to a font size of 43, at least when viewed in ESE side by side.

But when I zoom in it does not look exactly the same although I used ASTC 8x8 and I have to move my converted font one pixel down.
The anti-aliasing is not the same.
See, the attachments, I used the Roboto-Regular.ttf from the archive you attached and converted it with EAB 2.11.0.
This Roboto-Regular.ttf is version 1.000 from 2011.

Generated Folder: Roboto-Regular_43_Extend
Format:           ASTC 8x8
Compressed:       exhaustive
Layout Width:     96
Layout Height:    6
Pixel Width:      48
Pixel Height:     48
Number of characters provided by the user: 119
Number of characters in xfont file: 256
Number of characters eligible for conversion: 119
   Success: 119
   Fail:    0

The Roboto-Regular_43_ASTC.glyph has a size of 103104 bytes.

When I convert Roboto-Regular.ttf version 2.137 from 2017 though I get a much different result:

Generated Folder: Roboto-Regular_43_Extend
Format:           ASTC 8x8
Compressed:       exhaustive
Layout Width:     128
Layout Height:    7
Pixel Width:      64
Pixel Height:     56
Number of characters provided by the user: 119
Number of characters in xfont file: 256
Number of characters eligible for conversion: 119
   Success: 119
   Fail:    0

The Roboto-Regular_43_ASTC.glyph has a size of 160384 bytes.

But a font size of 42 comes out like this:
Generated Folder: Roboto-Regular_42_Extend
Format:           ASTC 8x8
Compressed:       exhaustive
Layout Width:     96
Layout Height:    6
Pixel Width:      48
Pixel Height:     48
Number of characters provided by the user: 119
Number of characters in xfont file: 256
Number of characters eligible for conversion: 119
   Success: 119
   Fail:    0

The Roboto-Regular_43_ASTC.glyph has a size of 103104 bytes.

So the V2 font changed something which requires to use a font size of one less.

I also converted the font to L4 and L8 which results in the same "wrong" anti-aliasing.
But now I need to move the converted font two pixels down to match the ROM font.

The shift and the change in anti-aliasing is odd, is that due to EAB using different parameters now compared to when the fonts for the BT817 got converted?
The ROM fonts do look more sharp, again, at least in ESE.

 13 
 on: April 26, 2024, 02:57:29 PM 
Started by FlorianG - Last post by BRT Community
Hi,
Yes we can post an example,
Are we correct that you want 2 or more ASTC images in Flash which are then copied to RAM_G and displayed simultaneously on the screen?
Best Regards, BRT Community


 14 
 on: April 25, 2024, 02:11:05 AM 
Started by FlorianG - Last post by FlorianG
Another solution that I am considering is to generate an image directly via the CPU with the generated text and then send it to the GPU and display it.
But currently I have a problem with my graphics library because I cannot send uncompressed images via it.
If I send the data to the bt815 memory with uncompressed data it systematically crashes and I can't figure out why. 

I use the Gameduino 3 Dazler library. 

With compressed data it works but I don't know how to compress them directly via the CPU of the teensy 4. So I always have to go through a PC to compress the images and send them to the Teensy which will send it to the graphics chip.  but this prevents me from generating images directly at the heart of teensy

 15 
 on: April 24, 2024, 04:44:13 PM 
Started by FlorianG - Last post by FlorianG
Thank you for your response but I can't.  the text is dynamic.
we can't use the 8m of external ram?

 16 
 on: April 24, 2024, 10:21:58 AM 
Started by FlorianG - Last post by BRT Community
Hi,

In addition to a few instructions for the actual setup of the font bitmap properties, each character will require at least a Vertex command.

For characters which are beyond the reach of VERTEX2II (e.g. more than 511) there is also a CELL() instruction since EVE needs to use VERTEX2F and that needs a preceding command to set which cell/character.

Therefore, you should budget at least 4 bytes per character and 8 bytes in some cases.

if the text is fixed, you may be able to write it to a bitmap or display it and take a snapshot after start-up and that would save some DL space by displaying the sentence as a bitmap.

Best Regards, BRT Community



 17 
 on: April 23, 2024, 02:50:58 PM 
Started by FlorianG - Last post by FlorianG
Thank you for your reply. 
It can be long text of more than 2000 characters

 18 
 on: April 23, 2024, 08:53:00 AM 
Started by FlorianG - Last post by BRT Community
Hi,

Could you advise what lengths of strings you were needing to use?

Best Regards, BRT Community

 19 
 on: April 23, 2024, 02:13:00 AM 
Started by FlorianG - Last post by FlorianG
Hi,

I really tried a lot of different combinations and different alignments in RAM but none worked.  Can you send us an example of two different images generated separately but both loaded at the same time in memory and which would be functional on the chips.  I will also be very curious to see how did you achieve this result.  Posting them here lets us know if the problem comes from our image generation or the way we load them into memory.

 20 
 on: April 23, 2024, 02:05:43 AM 
Started by FlorianG - Last post by FlorianG
Hi,

do you know if it is possible to display long texts with the BT 815 chip?  I use the Gameduino 3x Dazzler so it is equipped with 8 mega of external RAM.  if I display too much text it crashes because I suppose I am saturating the list of instructions.  List which is too small and remains a big limitation on these chips. 

Ps. my CPU is at teensy 4.0

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