Animated images with thousands of .PNGs slows down a TouchGFX Designer. Looking for alternative approaches.
Hello,
I’m working on device equipped with STM32H753 and LCD (320x240), 16 MiB of SDRAM (available for caching will be about 13 MiB) and SD card (SDMMC interface) that will be used also for storing images for TouchGFX.
In some cases device shall display a few animations. Initially we’ve thought that animation will be stored as sequence of .PNGs and use of AnimatedImage widget. Amount of images depends in given animation, but let say that will be a at least one thousand of PNGs. After loading almost all PNGs and “indexing�? by TouchGFX Designer it slowed down to unusable state. Source files (.cpp) generated for images had size about 2.5 GB. We wanted that TouchGFX will be aware of each .PNG to generate IDs and use each for caching (we think that not all images will fit into SDRAM to accomplish full caching). The second reason for doing in that way was a unified procedure to extract binary with bitmaps and use it for external loader (TGX uses specific linker section for all images).
After reaching problems described above, I think that we need to redesign our approach for playing animations. So I’m looking for some practical information, guidance, some demos with similar use case. Any help in this topic will be appreciated.
