Commit 449c4219 authored by Bodmer's avatar Bodmer

Clarification on sizes

parent 312b7c11
......@@ -6,9 +6,9 @@ The library also supports TFT displays designed for the Raspberry Pi that are ba
A new "Sprite" class has been added, this enables flicker free updates of complex graphics. Direct writes to the TFT with graphics functions are still available, so existing sketches do not need to be changed.
A Sprite is notionally an invisible graphics screen that is kept in the processors RAM. Graphics can be drawn into the Sprite just as they can be drawn directly to the screen. Once the Sprite is completed it can be plotted onto the screen in any position. If there is sufficient RAM then the Sprite can be the same size as the screen and used as a frame buffer. Sprites by default use 16 bit colours, the bit depth can be set to 8 bits to reduce the RAM needed. On an ESP8266 the largest 16 bit colour Sprite that can be created is about 160x128 pixels, this consumes 40Kbytes of RAM. On an ESP32 the workspace RAM is more limited than the datsheet implies so the Sprite is limited to about 200x200 pixels (~80Kbytes).
A Sprite is notionally an invisible graphics screen that is kept in the processors RAM. Graphics can be drawn into the Sprite just as they can be drawn directly to the screen. Once the Sprite is completed it can be plotted onto the screen in any position. If there is sufficient RAM then the Sprite can be the same size as the screen and used as a frame buffer. Sprites by default use 16 bit colours, the bit depth can be set to 8 bits to reduce the RAM needed. On an ESP8266 the largest 16 bit colour Sprite that can be created is about 160x128 pixels, this consumes 40Kbytes of RAM. On an ESP32 the workspace RAM is more limited than the datsheet implies so a 16 bit colour Sprite is limited to about 200x200 pixels (~80Kbytes) and an 8 bit sprite to 320x240 pixels (~76kbytes).
One or more sprites can be created, a sprite can be any width and height, limited only by available RAM. The RAM needed for a 16 bit colour depth Sprite is (2 x width x height) bytes, for a Sprite with 8 bit colour depth the RAM needed is (width x height) bytes. Sprites can be created and deleted as needed in the sketch, this means RAM can be freed up after the sprite has been plotted on the screen, more RAM intensive WiFi based code can then be run and normal graphics operations still work.
One or more sprites can be created, a sprite can be any width and height, limited only by available RAM. The RAM needed for a 16 bit colour depth Sprite is (2 x width x height) bytes, for a Sprite with 8 bit colour depth the RAM needed is (width x height) bytes. Sprites can be created and deleted dynamically as needed in the sketch, this means RAM can be freed up after the sprite has been plotted on the screen, more RAM intensive WiFi based code can then be run and normal graphics operations still work.
Drawing graphics into a sprite is very fast, for those familiar with the Adafruit "graphicstest" example, this whole test completes in less than 27ms in a 160x128 sprite. Examples of sprite use can be found in the "examples/Sprite" folder.
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