Hi @qqAnton,
Ah, i responded to what the screen allocation uses.
The frame buffer allocation uses:
height * width * bitdepth * number of framebuffers
The bitdepth is in bytes used:
24 bitdepth: 3
16 bitdepth: 2
In this configuration the application is configured to use double buffering and an additional animation storage, so three framebuffers
height * width * bitdepth * 3
These frame buffers are located sequential starting from 0xD0000000.
the prototype for setFramebufferStartAddress
void setFrameBufferStartAddress(void* adr, uint16_t depth = 16, bool useDoubleBuffering = true, bool useAnimationStorage = true)
/Anders