Hi Denis,

The actual use case is subtitle rendering.
The subtitle kernel space driver gives some default entries for Palette which I 
am using to set for this surface.
In fact, there is some real issue with the driver where the timer 
function(show/hide) was so quick that I was unable to see any display on screen.
This made me to think that there was some issue with DirectFB.

However, I still have few questions.
a. The surface created for UTF8 to CLUT8 is an off-screen surface, however, if 
I use the DrawString directly on the ARGB (on-screen) surface, I am not 
required to set the Palette entries. Why?

b. When I Lock this off-screen surface after DrawString has finished performing 
UTF8 to CLUT8 conversion, then I can see that DirectFB goes on to check if the 
buffer is allocated with DSLF_READ or DSPLF_WRITE and finally goes ahead with 
allocation of new memory. So, I can say that buffer allocated by DrawString 
doesn't set READ or WRITE flag for this surface buffer. So, that made me think 
that I cannot read the CLUT8 data. Why does it go for new allocation?

c. When I read this off-screen surface, I only get 0x0 data; my expectation was 
to see 0xFF in between.

d. Finally, later on blitting this data, I can see the actual subtitle. With 
the observations from above I am confused. :0(

It's not quite long when I started working on Graphics, so, some of the 
questions regarding DirectFB seems naïve but will be happy get the answers to 
build upon. :)

Thanks and regards,
Divneil


-----Original Message-----
From: directfb-users-boun...@directfb.org 
[mailto:directfb-users-boun...@directfb.org] On Behalf Of Denis Oliver Kropp
Sent: Thursday, November 24, 2011 2:12 AM
To: directfb-users@directfb.org
Subject: Re: [directfb-users] Conversion from UTF8 text to CLUT8

On 11/23/11 06:46, Divneil Rai WADHAWAN wrote:
> Hi,
> 
>  
> 
> I am working on DirectFB-1.4.12 API set.
> 
> My requirement is to convert UTF-8 text to CLUT8 data.
> 
>  
> 
> So, for this I did the following steps:
> 
> a.       Created a surface with pixelformat DSPF_LUT8
> 
> b.      Set the Font for this surface.
> 
> c.       Set the Color with values 0,0,0,0xFF (ARGB) for this surface

Does your palette contain this opaque black?

-- 
Best regards,
  Denis Oliver Kropp

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