Image Converter 565 PORTABLE Download
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image2cpp is a simple tool to change images into byte arrays (or your array back into an image) for use with Arduino and (monochrome) displays such as OLEDs.It was originally made to work with the Adafruit OLED library. An example sketch for Arduino and this library can be found here.
Thank you guys for all your help But I still couldn`t get luck, it seems like my code is not correct. UTFT example images works OK but the one I convert and the converted ones in above attachments are not works. Serial Error message is \"BMP format not recognized.\"
Can you also tell me how you did it, so I don`t want to brother anyone in future about same case. I have tried BMP24toILI565 converter first, and it gave me error about missed msvcr120d.dll. After solving this case I am getting another error which is \"The Application was unable to start correctly (0XC000007B)...\"
You say you fixed the missing DLL error......... How if you downloaded that specific DLL from 'somewhere on the net', then you will continue to get errors. You should download the entire Visual Studio C++ runtime libraries package from Microsoft here :- Microsoft Corporation
It is again me I stack on transparent 8bit bitmap images which is not seems possible, so I want to know how can I use transparent images in my code may be to use C array but for conversation it also requires bitmap :S
In order to have images with a transparent background, you would need to rewrite the bitmap function to ignore a certain color, like 0x0 (black). So where ever there is a 0x0 in the image array, the code will know to skip over that color and just show the others. Now if you do need black then you need to use 0x0001 (0x01) instead. We won't be able to see the difference but the code can.
I don't think you can (easily). But since your image is 15x15 only you may try to render it pixel by pixel with drawPixel(x,y,color) function. Just loop thru all the icon pixels skipping those with the specific color that you don't want to draw (keep incrementing x and y). It's slow but it might work good enough in your case.
Its reading the image and getting the colors, then passing them into the tft.pushColors() function. But you would actually need to go deeper than that and go into the pushColors() function itself and exclude the color you don't want.
And finally, although the FT800 does not support DXT1 formatted images directly a pseudo version that allows for highly compressed imaging similar to DXT1 is available for download here. This format is ideal for applications that want a small image file to save memory space and also have fast image uploads.
Please Note: FT_INF requires the Microsoft .NET Framework 2.0 installed on your system to run the application. This can be obtained from the Microsoft Website ( -us/download/details.aspxid=1639), if your system does not have .NET 2.0 installed please download the file from the above link. To install, double click on the dotnetfx.exe and follow the instructions in the wizard.
The utility may be downloaded here. An application note which describes how to use the V2PROG utility (AN_203_Loading_VNC2_ROM_Files_Using_V2PROG_Utility) is available for download as a .PDF by clicking here.
GIF is an image format that supports animated images. It can adapt 256 colors and uses lossless compression technique to contain images. It can also contain texts. It can contain low sized image animation. So it is frequently used in web publishing. It applies LZW compression algorithm to compresses low colored images.
There are two reasons for converting the image to 16bit bmp flipped row order, first is the image is only 2/3 of the original size because most embedded display drivers support only 16bit color. Second is enhance the speed of instructions most embedded TFT uses the 16but 565 format support the top to bottom write order and enhancing the speed of interpretation.
Compared to raw image data there are several benefits, it has Meta data about the format and size and how it is stored, it is standard so it will be viewed directly in most viewer, it can create and edit the images in advance photo editing programs.
Imagify is a great image compressor and the ultimate solution to optimize images. You are able to resize and compress images from the most common image formats as well as PDF format. In case you have many images to optimize, you can also resize images in bulk thanks to our async bulk optimization option. In just one click, you will be able to compress multiple images super easily. Imagify compresses all your images in the background, so you can leave the page and not worry about anything.
Many of your high-quality images may be in sizes that are much too large. To reduce image size and compress large images, Imagify has a setting that allows you to choose a maximum width for all of your images, and if you upload images that are larger than that size, it will resize large images for you during optimization. Imagify will resize images proportionally without cropping them.
Thanks to Imagify, you can take a step further in your image optimization process. You can also convert all your images to next-gen image formats such as WebP. WebP format offers superior image compression and quality and is a way to optimize images and speed up their loading times on websites. To convert images to next-gen format, using the Imagify plugin will save you a precious amount of time.
WebP is definitively an excellent replacement for jpeg, png, and gif images. Imagify offers WebP conversion for all image formats: you can convert gif to webP, jpeg to WebP, and even png to WebP. Whatever your favorite image format, let Imagify optimize your images!
And our dedicated customer support will help you fix any issue with your image optimizing process. Support is available via contact form, either on our website, or directly on your Imagify plugin settings page.
An image in L8 format consists of a color palette and a pixel array: The color palette lists up to 256 different colors specified in either 16-bit format RGB565, 24-bit format RGB888, or 32-bit format ARGB8888. The pixel array consists of one byte for each pixel. This byte is an index into the color palette (list of colors), pointing out the color for the pixel. The TouchGFX framework draws an L8 image by reading the pixels one-by-one, looking up the colors in the palette and writing these to the framebuffer. This happens automatically and is accelerated by the STM32 Chrom-ART hardware accelerator, if available on the hardware.
The L8 format with a RGB565 palette is not supported by DMA2D. Thismeans that drawing images in this format is not hardware accelerated.This format should therefore not be used unless you are on a platformwithout DMA2D (for example the STM32G0 or STM32F410).
If you are using a serial flash (non-memory-mapped) to store theimages and a 16-bit framebuffer (format RGB565), then you should usethe L8_RGB565 format, because the color format then matches theframebuffer format and is faster to copy to the framebuffer.
The size in flash of this image is significant lower than the original image in the standard 24-bit format (RGB888). The table below lists the flash usage for this concrete image for the three different palette formats and for the non L8 format
Many images use more than 256 colors. This is common for images that are photo-realistic or images with gradients. These images cannot directly be converted to L8 image format in the TouchGFX Designer, because they contain to many colors.
In many cases though, it is possible to reduce the number of colors used in a specific image. Ideally, a graphics artist will convert/supply the images in 256 colors, however image manipulation tools can also perform the conversion without loosing too much of the image quality.
Another suitable tool, that sometimes results in better L8 images, is ImageMagick (download from www.imagemagick.org). This tool can convert images from the command line. This makes it suitable for use in scripts. To convert the clock_bg.png to an image using at most 256 colors, use the following command:
The \"images\" section under \"image_configuration\" specifies the format for individual images. If an image is not mentioned here, the image will be generated in the default format (opaque_image_format or nonopaque_image_format).
Images stored as files are not linked into the resulting executable, and must be read to RAM before being drawn. As a result, they are not as resource-friendly as variable images. However, they are easier to replace without needing to recompile the main program.
LV_IMG_CF_ALPHA_1/2/4/8BIT Only stores the Alpha value on 1, 2, 4 or 8 bits. The pixels take the color of style.image.color and the set opacity. The source image has to be an alpha channel. This is ideal for bitmaps similar to fonts (where the whole image is one color but you'd like to be able to change it).
Select the type of image you want. Choosing a binary will generate a .bin file that must be stored separately and read using the file support. Choosing a variable will generate a standard C file that can be linked into your project.
In the converter C arrays (variables), the bitmaps for all the color depths (1, 8, 16 or 32) are included in the C file, but only the color depth that matches LV_COLOR_DEPTH in lv_conf.h will actually be linked into the resulting executable.
As you can see in the Color formats section, LVGL supports several built-in image formats. In many cases, these will be all you need. LVGL doesn't directly support, however, generic image formats like PNG or JPG.
The easiest way to create a custom image is to use the online image converter and set Raw, Raw with alpha or Raw with chrome keyed format. It will just take every byte of the binary file you uploaded and write it as the image \"bitmap\". You then need to attach an image decoder that will parse that bitmap and generate the real, renderable bitmap.
header.cf will be LV_IMG_CF_RAW, LV_IMG_CF_RAW_ALPHA or LV_IMG_CF_RAW_CHROME_KEYED accordingly. You should choose the correct format according to your needs: fully opaque image, use alpha channel or use chroma keying. 153554b96e
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