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Discussion - EVE / Re: BT82x
« on: April 21, 2025, 05:53:00 PM »
Time for some torture-testing of the BT820. :-)
The attached image shows this code:
12 Linestrips with 135 segments each, 6916 bytes in the SPI buffe, a display-list of >8100 bytes, takes 1.3ms to preprare the buffer.
And this runs continously now, changing constantly.
All I noticed was that it started to flicker when I increased the "steps" in the loop.
Not for every value of "increase" though.
The flickering goes away when I decrease the maximum "steps" or increase the time between display-list updates.
Right now I am running this as posted and refresh the display list every 75ms, so 13 changes per second.
So this put the render-engine into stress-mode, sort of.
Nice, this stupid level of useless complexity should be way beyond what a normal application can put out to render.
The attached image shows this code:
Code: [Select]
int16_t xc0 = 0;
int16_t yc0 = 0;
uint16_t length = 3;
static uint16_t increase = 0;
uint32_t colors[] = {RED, ORANGE, GREEN, BLUE, YELLOW, MAGENTA, PURPLE, BLACK, 0xc0c0c0, BLUE_1};
for(uint8_t arms = 0; arms < 12; arms++)
{
EVE_color_rgb(colors[arms]);
EVE_begin(EVE_LINE_STRIP);
for(uint8_t steps = 0; steps < 135; steps++)
{
EVE_polar_cartesian(length*steps, arms*30+steps*increase, &xc0, &yc0);
EVE_vertex2f(xc0 + 450, yc0 + 320);
}
EVE_end();
}
static uint8_t delay = 0;
delay ++;
if(delay > 2)
{
delay = 0;
increase += 3;
}
12 Linestrips with 135 segments each, 6916 bytes in the SPI buffe, a display-list of >8100 bytes, takes 1.3ms to preprare the buffer.
And this runs continously now, changing constantly.
All I noticed was that it started to flicker when I increased the "steps" in the loop.
Not for every value of "increase" though.
The flickering goes away when I decrease the maximum "steps" or increase the time between display-list updates.
Right now I am running this as posted and refresh the display list every 75ms, so 13 changes per second.
So this put the render-engine into stress-mode, sort of.
Nice, this stupid level of useless complexity should be way beyond what a normal application can put out to render.
