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Color palette converter utility
Color palette converter utility




color palette converter utility

So you will only need to program the CLUT once. In other words use only one palette for all your images.

color palette converter utility

It’s very intuitive to use even for the beginner. The best way to do this is unify the palettes of the images. Color by Hailpixel lets you hover your mouse around the page to find the perfect color schemes and hues. If you are showing multiple images with different palettes then you should program the CLUT before showing the next image. UIColor.io is a website that helps you convert HEX & RGB colors to UIColor for Objective-C, Swift and Xamarin featuring a colorpicker and copy to clipboard. Use this palette output to program the CLUT. If you used the GRC to generate the image generate also the palette file. If CLUT is not programmed properly with the color that you want to use then the pixels will show up in the wrong color. The actual color used to display to the screen is in the CLUT. This means the display buffer contains indices of the color. So, what needs to change in the projects in order to view the images correctly when configured for color depths other than 16bpp?Ĭheck the following in your application: COLOR_DEPTH ? - this is in the GraphicsConfig.h If this value is set to 8, then the hardware Color Look Up Table (CLUT) of the graphics controller is being used. The images skewed colors as I am seeing in my project. I just modifed the "primitives Layer Demo" to see what would happen when displaying it's 1,4,8,16bpp bitmap images when configured with the COLOR_DEPTH = different than the default of 16bpp.

color palette converter utility

It also seems odd that 16bpp bitmaps are not supported in the converter utility. It seems I am missing a something here, or the images are all being converted to 16bpp bitmaps by the converter. I did the same conversion process on a 4bpp, and 24bpp bitmap and the ONLY display correctly when the project is configured with DOLOR_DEPTH of 16.

#COLOR PALETTE CONVERTER UTILITY CODE#

Any ideas why the colors would be viewing as greens? It appears to me that the image is being read as a 16bpp data which would make sense why the color pixel data would be interpreted incorreclty, but based what the code is doing it should be working correctly? Interestingly the 8bpp converted image displays correctly when the project is set with COLOR_DEPTH = 16. I have stepped through the code in debug and the putimage() is indeed using the putimage8bpp() function so the code appears to running properly. While(TouchGetX() = -1)  // wait for touch PutImage(100,100, (void *) &G8logoblue_47x40_8bpp, 1) //view converted 8bpp image on display #define COLOR_DEPTH 8 //depth configured in the hardware profile Pick colors and convert them between representation. Here are the pertinent pieces of code to display the image and configure the project. It is a fairly straightforward, open-source utility that can help you pick colors from your screen, set up palettes and perform conversions. The bmp images show correctly after being converted in paint, photoshop, but when viewed on my display the blue shades appear in shades of green and black. The image is a simple logo with shades of blue and black. I am testing my procedure using the DA210 dev board. Pick a color value format, input two valid CSS color values in the format you chose, and pick the number of midpoints youd like to see. I run a small piece of test code using putimage() to see the image.

color palette converter utility

I import into my project just fine and no problems compiling. like the text color utilities, border color utilities, background color utilities, and more. I open my jpg in paint and save as an 8bpp bmp file then covert to c file with font and bitmap utility. Tailwind includes an expertly-crafted default color palette. I am creating a logo to be displayed in my application that is configured with COLOR_DEPTH = to 8bpp. Converted bitmap colors displayed incorrectly






Color palette converter utility