TTGO VGA Controller PS/2 Mouse And Keyboard Controller Graphics Library Game Engine And ANSI/VT Terminal For The ESP32Sold By Lilygo, Ships from China
Our company integrates R&D, production, and sales together. We released series of open source hardware products...
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TTGO VGA32_V1.1 Controller PS/2 Mouse And Keyboard Controller Graphics Library Game Engine And ANSI/VT Terminal For The ESP32 Product Description: Three fonts are embedded to best represent 80x25 o...Read More…
TTGO VGA32_V1.1 Controller PS/2 Mouse And Keyboard Controller Graphics Library Game Engine And ANSI/VT Terminal For The ESP32
Product Description: Three fonts are embedded to best represent 80x25 or 132x25 text screen, at 640x350 resolution. However other fonts and resolutions can be used.
Sprites can have up to 64 colors (RGB, 2 bits per channel + transparency). A sprite has associated one or more bitmaps, even of different size. Bitmaps (frames) can be selected in sequence to create animations. Unlimited number of sprites are supported. However big sprites and a large amount of them reduces the frame rate and could generate flickering.
When there is enough memory (on low resolutions like 320x200), it is possible to allocate two screen buffers, so to implement double buffering. In this case drawing primitives always draw on the back buffer.
Except for double buffering or when explicitly disabled, all drawings are performed on vertical retracing, so no flickering is visible. If the queue of primitives to draw is not processed before the vertical retracing ends, then it is interrupted and continued at next retracing.
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