13 Jan 2024 |
Dominic Fischer | Thanks for the think session 🙂 | 13:16:06 |
14 Jan 2024 |
almindor | I wonder if a hint system for e-g would work for these problems | 04:47:25 |
| gmccabe joined the room. | 09:36:34 |
Dominic Fischer | What sorta hints are you thinking of? Like an extra parameter to draw_iter ? | 19:48:49 |
Peter Hansen | In reply to @dominaezzz:matrix.org I now wonder if the fonts could be stored as an RLE format. 🤔 I've only skimmed through the discussion, but note that the u8g2 format uses some form of RLE for the fonts. I observed a flash size reduction when switching to those from the default monospace fonts, and for that matter a 3x speedup in rendering. I'm not sure the latter is directly related to that, but I'll take it. (I'm fairly sure I was drawing only foreground pixels even previously, but I won't swear to it. I definitely am with u8g2_fonts however... so it's possible that's the source of the speedup instead.) | 21:54:00 |
Dominic Fischer | In reply to @peter9477:matrix.org I've only skimmed through the discussion, but note that the u8g2 format uses some form of RLE for the fonts. I observed a flash size reduction when switching to those from the default monospace fonts, and for that matter a 3x speedup in rendering. I'm not sure the latter is directly related to that, but I'll take it. (I'm fairly sure I was drawing only foreground pixels even previously, but I won't swear to it. I definitely am with u8g2_fonts however... so it's possible that's the source of the speedup instead.) It appears u8g2 uses RLE but draw_iter is still used for drawing, which is slightly disappointing given the easy opportunity to make fewer draw calls. (Nothing a PR can't fix I suppose) | 22:19:47 |
Dominic Fischer | This is the bit I'm on about. https://github.com/Finomnis/u8g2-fonts/blob/main/src/font_reader/glyph_renderer.rs#L135 | 22:20:12 |
15 Jan 2024 |
Peter Hansen | Yes, if you were talking about draw_iter() I can confirm it is still definitely using that. Since I'm using a 144x168 B&W display, I can easily spare RAM for a display buffer (3K) or two, so I too would be very happy to optimize rendering to not go pixel by pixel, but it's not high on my priority list for now. | 04:36:19 |
huszty | Hey! I am crafting a simulator for my embedded-graphics based project. The project is audio related, so I am looking into using SDL2 audio when running on simulator. SDL2 does not like if I am (re)initing it in my code to get the audio subsystem out. So I wonder if it would make sense to have a way in the embedded-graphics-simulator for this. I crafted some PoC code that seems to work for playback (I could imagine the same for recording): https://github.com/embedded-graphics/simulator/commit/56c93e3d8ad86f4a0703d0bc676013213f93d6a3
What do you think? | 08:26:34 |
| Dan joined the room. | 10:15:16 |
16 Jan 2024 |
| madnirua changed their display name from Auri to madnirua. | 22:00:59 |
18 Jan 2024 |
| @a2ron:matrix.org left the room. | 00:50:27 |
dngrs | In reply to @huszty:matrix.org Hey! I am crafting a simulator for my embedded-graphics based project. The project is audio related, so I am looking into using SDL2 audio when running on simulator. SDL2 does not like if I am (re)initing it in my code to get the audio subsystem out. So I wonder if it would make sense to have a way in the embedded-graphics-simulator for this. I crafted some PoC code that seems to work for playback (I could imagine the same for recording): https://github.com/embedded-graphics/simulator/commit/56c93e3d8ad86f4a0703d0bc676013213f93d6a3 What do you think? I'd probably prefer exposing the sdl_context and keeping audio initialization in a separate crate | 23:26:46 |
24 Jan 2024 |
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26 Jan 2024 |
| ithinuel set a profile picture. | 19:32:46 |
27 Jan 2024 |
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28 Jan 2024 |
| @zer0-x:kde.org joined the room. | 21:34:12 |
30 Jan 2024 |
Ernest Kissiedu | Hi everyone,
I just wanted to share if anybody is interested. The Rust Nation Conference happening in London will have talks on
• Satellites
• Drones
And a talk from Frederic Ameye from Renault on Rust being used in Automotive. | 13:13:26 |
9 Feb 2024 |
| badrb set a profile picture. | 09:59:26 |
12 Feb 2024 |
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13 Feb 2024 |
| @greengenie:matrix.org changed their display name from Adam Hott to CodingInGreen. | 19:53:57 |
15 Feb 2024 |
| @greengenie:matrix.org changed their display name from CodingInGreen to Adam Hott. | 12:32:22 |
17 Feb 2024 |
riskable | Anyone have any ideas how to resolve this?
error[E0277]: the trait bound `Rgb888: embedded_graphics_core::pixelcolor::PixelColor` is not satisfied
--> src/bin/ahek95/rgb.rs:627:32
|
627 | let tga: Tga<Rgb888> = Tga::from_slice(data).unwrap();
| ^^^^^^^^^^^^^^^ the trait `embedded_graphics_core::pixelcolor::PixelColor` is not implemented for `Rgb888`
| 15:21:09 |
danielb | rgb888 docs. review your cargo tree and avoid importing embedded_graphics_core multiple times would be my guess | 17:51:13 |
18 Feb 2024 |
| kristoffer_p joined the room. | 22:22:59 |
23 Feb 2024 |
| shnob joined the room. | 07:43:07 |
shnob | Is there a way to have images that have transparent regions such that when the image is drawn, those pixels stay as they were? I still want to be able to use both black and white, but also have a transparent 'color' too. This is a B&W screen if that's important. | 07:49:48 |
Peter Hansen | If you mean BinaryColor, then I don't think so since the images are only one bit per pixel. To do transparency you need a third state, so at least two bits per pixel, or conceivably a pair of images, one for black+transparent and one for white+transparent. And I believe currently the standard image drawing for BinaryColor has no concept of transparency anyway so even that idea may need you to roll your own drawing routine. I could be wrong, but I believe only the text support handles transparency (with BinaryColor, that is... some other color formats presumably could). | 14:00:42 |
Peter Hansen | shnob: ^^ | 14:01:46 |
dngrs | yeah I was thinking along similar lines. One image, one mask, and custom draw impl | 14:38:37 |