When you say "same result" can you clarify - do you mean that the left display is always fine no matter which physical device is wired there, or that the screen that has lower bitdepth on the right also has lower...
I think it is best to fix them in the original post, so when someone new comes along later and takes that code from the OP, they have a working version of it rather than potentially dealing with an error for a while...
Thanks for this! I went with this loop in the end, which works for even multiples of the screen height:
static const int SLX = 480;
static const int SLY = 800;
static const int chunks = 4;
static const int chunkSize...
Great, sounds awesomely flexible! I tried with a full 480*800 buffer with all storage in EXTMEM, and "buddha" worked, managing 6.3 FPS :) "mars" also worked (slowly as expected) using fullscreen EXTMEM buffer. Sample...
@vindar - is there an example of configuring your 3D renderer to use just a single non-DMA partial framebuffer? I'm interested to try this on my 800*480 16 bit parallel screen which, given the size and the nature of...
I am having the same issue as wwatson above in #126, even using the latest version of the FTP Server 1.1.0 . Using FileZilla (3.59.0) on Windows, I can connect in passive or active mode and (usually, but not always) get...
Ahhh, gotcha. Yes, there is no "quick start" for a combination of a "bare metal" device like the Teensy and a graphics library such as LVGL, which is capable of running on multiple platforms. The documentation should be...
But isn't the battle with LVGL getting the initial setup installed, configured, working and tied in to your display driver to output to your screen? If you got to the point of displaying a text button, then surely you...
I have LVGL working on the Teensy 4.1, and whilst it is a little bit of an initial learning curve, it is quite powerful and very flexible, and is actively maintained by the devs. I'd definitely recommend it. Plus, I...