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Post by mathiasw on Feb 5, 2014 15:05:09 GMT -8
Salut, thanks to the support here in this forum I was able to handle rotating bitmaps. And my example here shows a rotating seconds pointer in front of a clock face. The code does not care about displaying the right time but to show the movement of the pointer. This is an interim step, as the hour and minute pointers as well as the little pointers need to be added, the bitmaps need to be optimzed and the whole program size should still fit the arduino (I am currently using 28kB). Anyway, I wanted to show you what great things you can do with the Gameduino2 - best display I ever had in my hands! Ciao, Mathias clock.ino (590 B) clock_assets.h (96.78 KB)
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Post by mathiasw on Feb 6, 2014 8:53:14 GMT -8
Salut, by shrinking the clock size I now got all hands rotating. The demo just rotates the hands of the clock and each hand has its own angle, so it is up to you to set the right time Ciao, Mathias clock.ino (3.72 KB) clock_assets.h (86.45 KB)
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peterm
Junior Member
Posts: 17
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Post by peterm on Apr 11, 2014 1:57:53 GMT -8
mathiasw (or James)
I am confused here as to how GD.copy(clock_assets, sizeof(clock_assets)) works.
If I change it to GD.copy(clock_assets, 16 ); and go and edit clock_assets.h and just leave one line of data instead of the 21070 bytes
How does it draw a Clock face with only 16 bytes ?
There is no other file loaded so how is this possible?
Edit Later: What was happening is I think the image was still in memory and not been erased yet. I disconected the power but did not leave off longer enough. Tried again disconecting the power longer and got all random pixels on the LCD - so ignore my post, problem answered.
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Post by jamesbowman on Apr 19, 2014 7:55:26 GMT -8
Hmm, reading this I wonder if GD2.begin() should do a
cmd_memset(0, 0, 0x40000) to erase memory at startup.
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