nxthongbk / MangOH_LittlevGL

For using littlevGL on MangoH
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Guest blogging #1

Open kisvegabor opened 5 years ago

kisvegabor commented 5 years ago

Hi,

Would you be interested in writing a post about this project on LittelvGL's blog?

A short introduction of MangOH and a getting started guide with it and LitteveGL would be very welcome!

If you are interested, please have a look at https://blog.littlevgl.com/2018-12-06/contributing#writing-a-blog-post-about-your-experiences

nxthongbk commented 5 years ago

Hi Gabor Kiss-Vamosi

Okie. I will write blog to introduce our open source platform MangOH and how to integrate with littlevGL.

Thanks Thong Nguyen

On Sun, Jan 27, 2019 at 7:15 PM Gabor Kiss-Vamosi notifications@github.com wrote:

Hi,

Would you be interested in writing a post about this project on LittelvGL's blog https://blog.littlevgl.com/?

A short introduction of MangOH and a getting started guide with it and LitteveGL would be very welcome!

If you are interested, please have a look at https://blog.littlevgl.com/2018-12-06/contributing#writing-a-blog-post-about-your-experiences

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/nxthongbk/MangOH_LittlevGL/issues/1, or mute the thread https://github.com/notifications/unsubscribe-auth/AQasRfakfsWIB9sjR_n7tbpJ8e9kQ51Qks5vHZhrgaJpZM4aUr9x .

-- Thanks and Regards, Thong Nguyen | Phone : +(84)1683927958 | Email:nxthongbk@gmail.com

kisvegabor commented 5 years ago

Awesome! Thank you!

nxthongbk commented 5 years ago

Hi Gabor Kiss-Vamosi

For Littlevgl framebuffer What is monochrome display that you support?

I saw the way you draw pixel quite different with waveshare e-ink. It make character is mirror when displaying

Current Framebuffer 1 bit per pixel: left shift bit

            fbp8[byte_location] &= ~(((uint8_t)(1)) << bit_location);
            fbp8[byte_location] |= ((uint8_t)(color.full)) <<

bit_location; }

with Waveshare:source. Right shift bit. fbp8[byte_location] &= ~(((uint8_t)(128)) >> bit_location); fbp8[byte_location] |= ((uint8_t)(color_p->full << 7)) >> bit_location;

It make

Thanks Thong Nguyen

On Mon, Jan 28, 2019 at 12:34 PM Gabor Kiss-Vamosi notifications@github.com wrote:

Awesome! Thank you!

— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/nxthongbk/MangOH_LittlevGL/issues/1#issuecomment-458003895, or mute the thread https://github.com/notifications/unsubscribe-auth/AQasRXQdS0NDkDoH_qGc33ECxBOqnP8Nks5vHovigaJpZM4aUr9x .

-- Thanks and Regards, Thong Nguyen | Phone : +(84)1683927958 | Email:nxthongbk@gmail.com

kisvegabor commented 5 years ago

It's possible that you display controller maps bytes (bits) to pixels in a different order. Only your driver needs to be adjusted like you did.