Closed JohnDoneth closed 3 years ago
Whilst I'm not against this new function I can't help but think you would be better served by running the display in graphics mode where you can use embedded_graphics
primitives to fill the display. Obviously this crate doesn't yet support buffering but I don't think it would be too hard to do.
Would that fit your use case?
I've just pushed v0.2.0 which includes feature gated frame buffer support, maybe this could work for you?
@MabezDev Awesome! I'm excited to try it out.
For the project I'm working on I wanted to take a framebuffer approach. I was having quite a hard time filling the entire screen instead of just half. After a while I realized the draw calls simply weren't providing enough data to fill the entire screen.
versus
What do you think about providing a convenience draw function that takes a
&[16]
slice of a buffer that splits theu16
's into upper and loweru8
's before sending them over the wire?Also, an error being thrown if not enough data is being provided might be a good improvement; since we know the size of the area and how many bytes should be needed. But if that were implemented now, it doesn't seem like I would be able to call
draw
twice to workaround this general issue as doubling the passed buffer size doesn't populate the entire screen either.