janb
Full Member
Retiree, born 1948, mostly HW/FW oriented programming for > 50 years, 25+ for IBM
Posts: 33
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Post by janb on Aug 27, 2020 15:51:26 GMT -8
I wanted a monospaced font for my GD3X-based application. I found one and converted it into the header file which I include... I could NOT make it work with the smaller header and a 'font.gd3' file on my SD card...
So, I guess that my font is put into GD3X Flash Memory? But shouldn't this be done only ONCE, not every time my program is run?
I guess that I should use the 'gd3asset' to convert fonts for GD3X? But I can't figure out what all the different 'format's are; I used the default and it seemed to work...
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Post by jamesbowman on Aug 31, 2020 14:22:31 GMT -8
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janb
Full Member
Retiree, born 1948, mostly HW/FW oriented programming for > 50 years, 25+ for IBM
Posts: 33
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Post by janb on Sept 1, 2020 9:32:13 GMT -8
I had already found this "tutorial", but I still have this question: 'gd3asset --help' show 23 possible 'format' parameter values for jpg,png,bmp,gif,ttf,otf files, like L1, L2, L4, L8, RGB332, ARGB2... What do they mean; what's the difference? Are they described somewhere?
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Post by jamesbowman on Sept 1, 2020 9:44:00 GMT -8
OK, yes. These are the hardware bitmap formats. The main formats are covered on p.36 of the book: excamera.com/files/gd2book_v0.pdfWhen converting a TTF file, you can select any bitmap format for the characters. For fonts, only the monochrome formats make sense. So L1, L2, L4, L8 are the best ones. I normally use L4, that is, 4-bit per pixel monochrome.
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