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TFT Font Selection



Hi

While interfacing TFT, to print any font it correspond to large no of bytes for each font. 

We have 32 bit MCU for TFT & using MSP430 for sending data on 32- Bit which furtehr print data on TFT.

Is there any method that byte data corresponding to font can be made at run time, instead of storing huge bytes of data in flash

  • any help abt dis.........

  • Aamir Ali said:
    Is there any method that byte data corresponding to font can be made at run time, instead of storing huge bytes of data in flash

    Sure. Vector fonts (such as PostCript Type 3 fonts) are generated at runtime. The dataset contains the outline information as vectors, and when a specific fontsize is required, this is rendered to teh appropriate pixel design for any size needed.

    However, this makes only sense if you want to support any size between, say, 4 and 720Pt fontsize and don't want to store 716 complete sets of bitmap font data.
    If you have different fonts of different design (and not jsut size) this makes no sense since the vector font data is much larger than a typical small (screen text size) bitmap font.
    And it takes quite some processing power and workign space too.

    But you can use compresisng methods to store the font data in compressed form and expand it just when sending it.Makes sense only when sending a whole fontset in a bunch, not when sending rendered text to the TFT. Else you have to decompress the whole font data just to pick one letter from teh decompression stream.

    For more detailed advice, you should provide more details on your project. What exactly is sent from where to where?

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