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PostPosted: Sat Aug 09, 2008 16:25 
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Joined: Mon Jun 20, 2005 23:03
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Location: Hong Kong
Nokia knockoff connected directly to the expansion port of the USB13700 and fully powered from the USB port (excluding BL). Pics show the display in 12bit colour mode.

Image

Image

Image


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PostPosted: Sun Aug 10, 2008 15:04 
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Joined: Mon Jun 20, 2005 23:03
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Location: Hong Kong
Short video on the display in 12bit mode. Source video shot at 10 fps.

Here.
(can be viewed with Media Player Classic)


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PostPosted: Wed Aug 13, 2008 13:49 
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Joined: Sun May 05, 2002 22:05
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Location: Lappeenranta, Finland
Thanks for showing us your work!

Glad to see some of the new USB13700 features put into work.


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PostPosted: Sat Aug 16, 2008 14:22 
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Joined: Sat Feb 02, 2008 20:44
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Nice work! :)

Did i missed something about the features?

Cheers

doc


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PostPosted: Sat Aug 16, 2008 14:54 
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Joined: Sun May 05, 2002 22:05
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Location: Lappeenranta, Finland
The new feature here is the expansion port SPI support that was included in the 0.9 firmware / API version:
http://www.lcdinfo.com/usb13700/documen ... 00_8h.html


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PostPosted: Fri Aug 22, 2008 8:42 
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Two more Divx videos. This time using myLCD via OpenGL with 12bit colour.
Boing: 1.5mb
GLFW Particles: 1.88mb

Also have OpenGL 'Gears' and running at 41fps too.


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PostPosted: Fri Aug 22, 2008 9:18 
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Joined: Sun May 05, 2002 22:05
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Location: Lappeenranta, Finland
Nice!

Now you got me curious, how are you directing OpenGL to myLCD? Is it rendered on hardware and then redirected to myLCD? Or is it fully software OpenGL implementation?


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PostPosted: Fri Aug 22, 2008 17:32 
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Joined: Mon Jun 20, 2005 23:03
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Location: Hong Kong
The former by using the OpenGL function glReadPixels() like this:
Code:
static int padTo4 (const int width)
{
   if (width&3)
      return ((width>>2)<<2) + 4;
   else
      return width;
}

int getGLFrame (TFRAME *frame, int glwidth, int glheight)
{
   int pad = padTo4(glwidth);
   if (pad)
      pad -= glwidth;

    unsigned char *data = calloc(1, glwidth * glheight*4);
    if (data != NULL){
      glReadPixels(0, 0, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, data);
      int r,g,b,x,y;
      for (y = frame->height-1; y>= 0; y--){
         for (x = 0; x < frame->width; x++){
            r = (*data++&0xF0)<<4;
            g = (*data++&0xF0);
            b = (*data++&0xF0)>>4;
            lSetPixel_NB(frame, x, y, r|g|b);
         }
         data += pad;
      }   
      free(data);
      return 1;
   }
   return 0;
}


Could probably come up with an OpenGL wrapper to ease the process. Quake3 should look nice :)


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PostPosted: Fri Aug 29, 2008 19:09 
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Joined: Mon Jun 20, 2005 23:03
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Location: Hong Kong
Few videos of Quake 1, 2 and 3 running on the LCD in 12bit colour.

Quake 1
Quake 2
Quake 3
Quake 3 intro
Quake 3 logo animation

All vids taken with a mobile phone so please excuse the rubbish quality.
KMPlayer can be used to view.


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PostPosted: Sat Aug 30, 2008 14:50 
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Joined: Sun May 05, 2002 22:05
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Location: Lappeenranta, Finland
Still looking very nice.

So, have you already played through all three games using the little screen? ;)


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PostPosted: Sat Aug 30, 2008 19:29 
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Joined: Mon Jun 20, 2005 23:03
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Location: Hong Kong
Tried playing but even with the game(s) running in the LCD's native resolution targeting is quite difficult, as at times there can be single pixel targets. Generally the LCD is just too small to continually stare at for any length of time. Will be interesting to see how this looks on something larger.

I can upload the modified source for all three if you or anybody else is interested.

On another note: Great little board!


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PostPosted: Mon Sep 01, 2008 20:22 
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Joined: Sun May 05, 2002 22:05
Posts: 2063
Location: Lappeenranta, Finland
Michael wrote:
Will be interesting to see how this looks on something larger.

Yes, maybe we can see that sometime...

Quote:
I can upload the modified source for all three if you or anybody else is interested.

Of course, I'm sure it would be interesting to see.

Quote:
On another note: Great little board!

Glad to hear it has proven useful!


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PostPosted: Fri Sep 05, 2008 6:05 
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Joined: Mon Jun 20, 2005 23:03
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Location: Hong Kong
Henri wrote:
Michael wrote:
Will be interesting to see how this looks on something larger.

Yes, maybe we can see that sometime...

Quote:
I can upload the modified source for all three if you or anybody else is interested.

Of course, I'm sure it would be interesting to see.

I'll put something together.

Using a similar method AVI's can now be streamed and viewed, but I'll save you the horror of another video of the display.


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PostPosted: Tue Nov 11, 2008 7:45 
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Joined: Mon Jun 20, 2005 23:03
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Location: Hong Kong
Complete source for Quake 1, 2 and 3. Included also are Code::Blocks project files as used with MinGW/GCC.
http://mylcd.sourceforge.net/files/quake1-2-3_src.rar


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PostPosted: Thu Apr 30, 2009 20:14 
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Joined: Wed Aug 03, 2005 20:27
Posts: 130
Location: .fi
Michael wrote:
Also have OpenGL 'Gears' and running at 41fps too.


How are you getting 41fps out of it? I can reach about 10fps doing fullscreen writes using RAMWR followed by all the data in one SPI packet.


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