2023-01-20 11:50 AM
I am using a TouchGFX generated code to display an image, but I am getting a really large file size discrepancy and I'm unsure why the difference is so large.
First, there is the image that is saved in the assets folder of the TouchGFX folders.
Resolution: 1280 x 260
Bit Depth: 32
File Size: 41.7 kBytes
However, the file size that's in the flash when I build the project is MUCH bigger
Resolution: 347 x 50
Bit Depth: Unknown
File Size: 1.27 MBytes
I used the scalable image widget to add the image in the TouchGFX Designer.
Am I misunderstanding this?
Solved! Go to Solution.
2023-01-21 01:40 AM
Files is coded as C source image for example
0x00, 0x03, 0x07, 0x07,
then every pixel for example RGB565 is 11 chars = file size 347x50x11 plus som headers = ...
And FYI png is compressed format normal image 1280x260x4 for 32b is 1,3M
2023-01-21 01:40 AM
Files is coded as C source image for example
0x00, 0x03, 0x07, 0x07,
then every pixel for example RGB565 is 11 chars = file size 347x50x11 plus som headers = ...
And FYI png is compressed format normal image 1280x260x4 for 32b is 1,3M
2023-01-23 01:24 PM
Hello MM.1
Ah, interesting. So that math aligns with a normal image. It seems they save the image in the resolution that the original image is and doesn't do the compression like the PC does. This is helpful info. Therefore, the way to minimize Flash usage is to minimize the size of the original image, not just making it smaller in the TouchGFX Designer.
Thank you MM!
2023-01-23 10:05 PM