Replies: 4 comments 6 replies
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you would need to use a higher resolution image and zoom out. that way when you zoom in the quality is there. Any time you zoom into an image from a lesser resolution the image will end up pixelated. So if you start out at a resolution where it's not pixelated and then zoom out to make the "unzoomed" view it will be better. The cost is going to be more ram use to do that. You also may want to use LVGL binary image files because they are not going to be compressed like JPG or PNG files are. so the loading time will be faster. |
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If you can show me an example as images of what you are wanting to do visually I can suggest how to go about it. What is coming to mind is something along the lines of what an apple watch does. where the icons get smaller as they are further away from the center of the screen. |
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I want them to look pixelated. The problem is that LVGL tries to fade the
pixels together.
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That is not my main problem though. I mainly need to know how to do the image array. It would also be nice to have them be buttons too. |
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Just as the title says. I am making a game in which the screen is made completely up of image tiles that get changed and moved around. Is there a good way to do this?
Also, how do you make an image, when it’s zoomed in, to not to look blurry?
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