@Piers
You're right about that: at the time I only tested writing a box and
printing chars. The game-of-life app I created as a demo did not use
the pixel write (erase) due to its low performance.

@Mike:
Iirc you supplied quite a lot of alternative (improved, extended &
modified) code, but nobody (including you and me) spent the time and
effort to figure out the relevant parts and integrate them properly
into jallib.
You are right about the performance of the pixel routine (see my
remark above). However, replacing it by a byte-oriented routine will
limit us to fonts of 8 bits high. And in addition to this, the fonts
can only be placed on rows that are multiples of 8. So I'd prefer a
flexible routine over a limited one. In an ideal case, there would be
an option to use the byte-oriented one automagicly when possible and
revert to the bit one when required. This does require significant
testing e.g. to check if 8-bit and other-sized fonts are printed
properly at any place on the screen. And with the integration of the
other glcd libs, I'm not sure if this affects this lib only, or can
(should) be generic implemented and tested on other graphic displays
too.

Joep

2011/8/28 Piers Goodhew <[email protected]>:
> Off the top of my head, I wonder if tests were passed because pixel erasing
> was not tried and the ks0108_write_char routine was the only one used ...
> PG
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