[U-Boot] Uboot bitmap utility

Steven Zedeck saz at proliphix.com
Thu May 21 14:27:58 CEST 2009


Wolfgang,
I resolved my issue. I am now able to write bitmaps to the framebuffer.
Thanks,
Steve
-----

Steven Zedeck wrote:
> 
> Wolfgang,
> Yes, I do see what U-boot is doing. I looked at bmp_logo.c and its output.
> It seems that the color palette entries are all 16 bits (unsigned short).
> For my application, I have 24 bit color, which expects each pixel to be 32
> bits, of which only 24 bits are used. So the palette, I assume, should be
> unsigned longs for each color entry. Correct or am I missing something?
> 
> Did I interpret the code correctly? Does it expect 16 bits per color?
> Thanks,
> Steve
> -----
> 
> wd wrote:
>> 
>> Dear Steven Zedeck,
>> 
>> In message <23217700.post at talk.nabble.com> you wrote:
>>> 
>>> I'm referring to the palatte and bitmap structs.
>>> thanks again,
>> 
>> Are you talking about the logo support? Noite that this is different
>> from plain bitmap support.
>> 
>>> > It seems that UBoot needs two data structures to display a bitmap in
>>> the
>>> > framebuffer. Is there a utility that converts a Windows bitmap (BMP?)
>>> file
>>> > and creates the 2 data structures that I can embedd in my code?
>> 
>> Did you have a look at what U-Boot is doing? For example, how it uses
>> the tools in the (he!) tools/ directory, for example tools/bmp_logo ?
>> 
>> Best regards,
>> 
>> Wolfgang Denk
>> 
>> -- 
>> DENX Software Engineering GmbH,     MD: Wolfgang Denk & Detlev Zundel
>> HRB 165235 Munich, Office: Kirchenstr.5, D-82194 Groebenzell, Germany
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>> 
> 
> 

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