Wolfgang,
I resolved my issue. I am now able to write bitmaps to the framebuffer.
Thanks,
Steve
-
Steven Zedeck wrote:
>
> Wolfgang,
> Yes, I do see what U-boot is doing. I looked at bmp_logo.c and its output.
> It seems that the color palette entries are all 16 bits (unsigned short).
> For
Hi Steven,
> Yes, I do see what U-boot is doing. I looked at bmp_logo.c and its output.
> It seems that the color palette entries are all 16 bits (unsigned short).
To synch up - you are trying to use the 'logo_plot' code from
drivers/video/cfb_console.c, right?
> For my application, I have 24 bi
Wolfgang,
Yes, I do see what U-boot is doing. I looked at bmp_logo.c and its output.
It seems that the color palette entries are all 16 bits (unsigned short).
For my application, I have 24 bit color, which expects each pixel to be 32
bits, of which only 24 bits are used. So the palette, I assume,
Dear Steven Zedeck,
In message <23217700.p...@talk.nabble.com> you wrote:
>
> I'm referring to the palatte and bitmap structs.
> thanks again,
Are you talking about the logo support? Noite that this is different
from plain bitmap support.
> > It seems that UBoot needs two data structures to dis
Dear Steven Zedeck,
In message <23217619.p...@talk.nabble.com> you wrote:
>
> It seems that UBoot needs two data structures to display a bitmap in the
> framebuffer. Is there a utility that converts a Windows bitmap (BMP?) file
> and creates the 2 data structures that I can embedd in my code?
Wh
I'm referring to the palatte and bitmap structs.
thanks again,
Steve
Steven Zedeck wrote:
>
> Hi,
> It seems that UBoot needs two data structures to display a bitmap in the
> framebuffer. Is there a utility that converts a Windows bitmap (BMP?) file
> and creates the 2 data structures that I can
Hi,
It seems that UBoot needs two data structures to display a bitmap in the
framebuffer. Is there a utility that converts a Windows bitmap (BMP?) file
and creates the 2 data structures that I can embedd in my code?
Thanks,
Steve
--
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