RGB pixel direction question Re: Drawing raw pixels to screen..
Robert Michel
openmoko at robertmichel.de
Thu Nov 23 19:32:13 CET 2006
Salve *!
This differences is also visible by most or all TFT Displays even
with b/w! Because the distance of a mixed white pixel is horizontal
and vertical different.
So I hope that the display is original produced to use for landscape,
because in this mode we will use it finer/subtler GUI text illustration
that in the portrait position - right?
rob
Robert Michel schrieb am Donnerstag, den 23. November 2006 um 19:21h:
> > One thing the 480x640 (standard usage orientation)
>
> What is the standard direction of the GRB pixel?
> Try to use syntax highlighting on black screen
> (e.g. vim) and rotate your LCD.
> On pixel is made by tree parallel stripes
>
> RGB
> erl
> deu
>
> A line in a red key will be
>
> R
> e
> d
>
> R
> e
> d
>
> R
> e
> d
>
> Rotate it with 90° it makes look like
>
>
> R R R
> e e e
> d d d
>
> that will be ugly. So for designing would be interesting
> what will be the original orientation of the thre coulors
> of one pixel and for the GUI has it to consider that in
> the rotated use of the display the pure use of red, green or blue
> will make ugly lines.
>
> > creative(ly different) UIs or branding constraints. That is - your
> > standard phone interface is limited by the *perception* of what the
> > lowest common end-user denominator can handle.
>
> Does it must be so fixed or couldn't be it more flexible that it
> has two or three different concepts?
>
>
> > Fundamental to this though, is how quickly the Neo1973 can update its
> > display - is it possible to get some FPS figures for just a simple for
> > XY loop?
>
> seeing a zune presentation, but also some new smartphone
> - I don't see a benefit of TO MUCH animation in the GUI
> - only because it is possible or new....
>
> So can you explain your fear that the update of the display would
> be to slow?
>
> Greetings,
> rob
>
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