Quote:
Originally Posted by MaPePeR
Thats a point.
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(Also: if we invert the standard 16"color" gray dithering: will we get more b/w pixels? for (even) more quality? if you say "blit to the screen" is that after or before the standard-dithering? simply ignore if this is to OT)
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My newest code blits in "layers", with the bottom layer dithered and animated (like the "goodbye" function in the "newtrix" demo. Upper layers can be full (undithered) grayscale. I create the keys in grayscale, but to keep the background animation fast I dither the keys. The character images are not dithered, but are only black and white. If I have ANY gray pixels on the screen, it all slows down on 5.1.0, because although I found a workaround for the broken 5.1.0 eink drivers for FULLSCREEN updates, I was never able to get area updates working (still broken). So I am sticking with black and white pixels only, for update speed.
How can inverting the dithering give more "b/w pixels"?
EDIT: The newtrix demo also shows how to blit full grayscale, so you can have 256 shades of gray. Even on the K4 and K5 that use 8-bit pixels, the bottom 4 bits must be a copy of the top 4 bits (according to comments in the device driver source code). You can get unpredictable results (depending on eink controller hardware) if the bottom 4 bits are not the same as the top 4 bits in a pixel. So to get more than 16 shades of gray, dithering is required (as shown in newtrix, which supports 256 shades of gray as can be seen in the shaded circular background image behind the "hoses").