All About Symbian - Nokia (S60) and Sony Ericsson (UIQ) smartphones unwrapped

  #16  
Old 17-09-2004, 10:24 PM
redshift redshift is offline
Registered User
 
Join Date: Oct 2002
Posts: 124
redshift is on a distinguished road
do you mean design-time or run-time?

design-time:
personally I would use an own compression, and convert rgb to 12 bit, using rrrrrrrr-gggggggg-bbbbbbbb to 000rrrr-ggggbbbb.
Legacy uses 8bit source images, with a modified png/zlib-like compression.

run-time.
the same, bitmasking. from rgb (above) or 64k (rrrrrggg-gggbbbbb) to 12bit.

I like the 64K colors as inner buffer, since easy to convert (even to 4K, even in real-time), and for example alpha blending, ...

Stewe

  #17  
Old 24-09-2004, 09:15 PM
earamsey's Avatar
earamsey earamsey is offline
Registered User
 
Join Date: Sep 2004
Posts: 16
earamsey is on a distinguished road
what do you mean by 64K colors as inner buffer and convert to 4K I don't understand what you mean by that. I converted my bitmaps to 0000rrrrgggbbb but the pixels are not displaying at the proper color. I ripped of the leading for bites from each color.

Also, can I have a namespace in symbian and can I insert static data in it, or should I place the static data in a class?

Thank you!
Erica
Quote:
Originally Posted by redshift
do you mean design-time or run-time?

design-time:
personally I would use an own compression, and convert rgb to 12 bit, using rrrrrrrr-gggggggg-bbbbbbbb to 000rrrr-ggggbbbb.
Legacy uses 8bit source images, with a modified png/zlib-like compression.

run-time.
the same, bitmasking. from rgb (above) or 64k (rrrrrggg-gggbbbbb) to 12bit.

I like the 64K colors as inner buffer, since easy to convert (even to 4K, even in real-time), and for example alpha blending, ...

Stewe

  #18  
Old 24-09-2004, 10:39 PM
redshift redshift is offline
Registered User
 
Join Date: Oct 2002
Posts: 124
redshift is on a distinguished road
This should work... I mean if you use a device with 4K color display.
I use this in Legacy Symbian UIQ, Legacy Nokia Communicator, and Dragonfire Series 60.

I simply like the 64K buffer, because contains more info about colors, but easy to convert to 4K, even getting the r,g,b.
If you plan to work with blending, later, 4K colors won't be enough as intermediate buffer.

Stewe

Quote:
Originally Posted by earamsey
what do you mean by 64K colors as inner buffer and convert to 4K I don't understand what you mean by that. I converted my bitmaps to 0000rrrrgggbbb but the pixels are not displaying at the proper color. I ripped of the leading for bites from each color.

Also, can I have a namespace in symbian and can I insert static data in it, or should I place the static data in a class?

Thank you!
Erica
Ads

  #19  
Old 24-09-2004, 11:52 PM
earamsey's Avatar
earamsey earamsey is offline
Registered User
 
Join Date: Sep 2004
Posts: 16
earamsey is on a distinguished road
So, I should use EColor64K, instead of EColor4K? Should all of my bitmaps be 64K palette then? I thought that once you set the rrrrgggbbb that was all there's to it; it can only be one color. Do you have any idea why i'm not getting the right colors? for example 0x9C0 is green on pc but's it's darkblue on emulator. Are you saying that I should set the bitmap buffers to EColor64K? When do I do this conversion from 64K to 4K runtime?

Thank you,
I Appreciate your input. By The Way, do you have any infomation on Fixed Point Math on ARM4?

OH yeah, I'm getting my technical publications straight from ARM processor maker for free, goto arm.com and check it out.

Quote:
Originally Posted by redshift
This should work... I mean if you use a device with 4K color display.
I use this in Legacy Symbian UIQ, Legacy Nokia Communicator, and Dragonfire Series 60.

I simply like the 64K buffer, because contains more info about colors, but easy to convert to 4K, even getting the r,g,b.
If you plan to work with blending, later, 4K colors won't be enough as intermediate buffer.

Stewe

  #20  
Old 25-09-2004, 12:13 AM
redshift redshift is offline
Registered User
 
Join Date: Oct 2002
Posts: 124
redshift is on a distinguished road
Hello!

The emulator can use 64K color, while on the device, you may have to use 4K color. Can you set the color depth in the emulator? Maybe ini file?

I always get the current color depth, before doing anything.
iEikonEnv->DefaultDisplayMode()
what I use.
if it's EColor4K, then I use the 4K macro, while with EColor64, of course I use the 64K macro.

I can't imagine how could "9c0" mean a darkblue color. You can see the lower bits are all 0, and the blue component always the lowest part.
the "9c0" should mean a strong green in 64K, but a yellow (a greener yellow) in 4K. No blue at all.
If you list some other combinations (I mean XXX looks like blue in emulator but red on pc) we would be able to find a rule

The real-time conversion isn't the best idea, use it when you have to. For example our project: the inner buffer is in 8bit, so I *have* to use a real-time conversion. Slow - would be better in 4K or 64K.

Fixed point math: I don't have too much experience. Now we have a new, full 3D logical game, written by my friend - for Arm. For palm, ppc and symbian. I can't see any special solutions in his code, except the pre-generated sin/cos list and the tricky sqrt.

Stewe

Quote:
Originally Posted by earamsey
So, I should use EColor64K, instead of EColor4K? Should all of my bitmaps be 64K palette then? I thought that once you set the rrrrgggbbb that was all there's to it; it can only be one color. Do you have any idea why i'm not getting the right colors? for example 0x9C0 is green on pc but's it's darkblue on emulator. Are you saying that I should set the bitmap buffers to EColor64K? When do I do this conversion from 64K to 4K runtime?

Thank you,
I Appreciate your input. By The Way, do you have any infomation on Fixed Point Math on ARM4?

OH yeah, I'm getting my technical publications straight from ARM processor maker for free, goto arm.com and check it out.

  #21  
Old 09-06-2006, 07:10 PM
khumen khumen is offline
Registered User
 
Join Date: Jun 2006
Posts: 4
khumen is on a distinguished road
I need Your help (Full example code of using CfbsScreenDevice on Series 60)

Quote:
Originally Posted by redshift
Hello!

My example is for Nokia Communicator... on Series 60, I do this:
dScreen=CFbsScreenDevice::NewL(_L(""),iScreenMode) ;
[..skipped..]
------------------------------------------------------------------
Stewe
I need full source example code for Series 60 of use fullscreen with CFbsScreenDevice with offscreen bitmap. Could you e-mail me example.
 

Bookmarks

Tags
9200, 9500, direct, screen, write

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Putting on a Screen Protector Sony Ericsson P800, P900 and P910 6 09-05-2007 09:56 AM
Nokia to unwrap the new communicator!!!! n1ghtFLY Nokia 9300 and 9500 134 16-03-2004 03:28 AM
New: SCap - free screen capture for the P800 Rafe UIQ 1 25-02-2003 12:01 PM



All times are GMT. The time now is 06:21 AM.


vBulletin skins developed by: eXtremepixels
Powered by vBulletin® Version 3.8.0
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright Notes || Contact Us || Privacy Policy