Hi (to tobozo, lovyan or any other welcomed expert :)
I'm using the lib on an m5stack. I've been working on a large project and bumping into memory problems.
Up until now, I have been using a framebuffer at 320x240x16bits to do fast graphics. But that's a good chunk of mem.
I tried using begin/end transactions, but I always get flicker. maybe I'm not doing it right (I might open a separate issue, after closing this one).
if I do a 320x240x4bit buffer, I'm saving a lot of mem and still have enough colors, but I don't see a way to set the palette (ie. a custom palette for 2 or 4 bit buffer). is there a way to set an rgb array as palette for a sprite or the LGFX_Device (currently I have the latter at 16bit, while testing sprite/buffer at 2 or 4 (only get color at 8)?
Kind regards
Hi (to tobozo, lovyan or any other welcomed expert :)
I'm using the lib on an m5stack. I've been working on a large project and bumping into memory problems.
Up until now, I have been using a framebuffer at 320x240x16bits to do fast graphics. But that's a good chunk of mem.
I tried using begin/end transactions, but I always get flicker. maybe I'm not doing it right (I might open a separate issue, after closing this one).
if I do a 320x240x4bit buffer, I'm saving a lot of mem and still have enough colors, but I don't see a way to set the palette (ie. a custom palette for 2 or 4 bit buffer). is there a way to set an rgb array as palette for a sprite or the LGFX_Device (currently I have the latter at 16bit, while testing sprite/buffer at 2 or 4 (only get color at 8)?
Kind regards