Handling graphics in MCUs?

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rougie

Joined Dec 11, 2006
410
Thanks for the link!
I just use a bitmap editor's pallet and enter the RGB numbers!

So tell me something else, in __principle __ if I have a 3 x 3 pixel image like this:

[RED] [GREEN] [BLACK]
[RED] [WHITE] [BLUE]
[RED] [GREEN] [WHITE]

and we want to stretch it 1 extra pixel wide. So lets say we decide to insert a pixel between columns 1 and 2 using bilinear transposition. I don't even know where to start with this. I mean, bilinear transposition is usually done by analyzing the four pixels around the new one... so for the first row >> [RED] [GREEN] [BLACK], we have to insert a pixel beween the GREEN and the BLACK... right? ... so which four pixels do we analyse ????? do we analyse the GREEN, BLACK, WHITE, BLUE ???

And what are the calculations to do this. I don't see how interpolation fits into all this. If we use averaging of:
GREEN > [0, 255, 0]
BLACK > [0, 0, 0]
WHITE > [255, 255, 255]
BLUE > [0, 0, 255]

so would the new pixel be:
a type of grey color > [64, 128, 128]

Confused.
Rob
 
Last edited:

thatoneguy

Joined Feb 19, 2009
6,359
I would suggest starting with the large sized icon/high resolution, that way the uC only needs to decide which pixels to "throw away", due to the limited floating point abilities, creating pixels would be a big hit on speed.
 
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