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How to do build dynamically custom pixel based images?

Hello

 

  I am a fan of the Mandelbrot set (https://en.wikipedia.org/wiki/Mandelbrot_set) and I wanted to generate the well know image on my Fitbit Versa. To do that, I have to do a complex math calculation and based on the result draw a pixel in a given color. I therefore need to draw on the screen pixel by pixel. Just as a proof of concept, I tried to draw pixel by pixel a green rectangle the following way:

<rect id="0-0" x="0" y="0" width="1" height="1" fill="green" />
<rect id="0-1" x="0" y="1" width="1" height="1" fill="green" />
<rect id="0-2" x="0" y="2" width="1" height="1" fill="green" />
<rect id="0-3" x="0" y="3" width="1" height="1" fill="green" />

...

<rect id="49-47" x="49" y="47" width="1" height="1" fill="green" />
<rect id="49-48" x="49" y="48" width="1" height="1" fill="green" />
<rect id="49-49" x="49" y="49" width="1" height="1" fill="green" />

 

Unfortunately, the versa is not drawing the full rectangle. It looks like it stops after drawing around 1/4th of the pixels. I copy/paste logs, I get no errors but overall painting performance are not good.

[9:56:05 PM]Sideload successful!
[HOST][9:56:10 PM]App Started
app/index.js:5,1[9:56:10 PM]App Started
[HOST][9:56:11 PM]Launch complete - durations: foregrounding(4325ms), first paint(955ms), total(5283ms).
 
How to do do pixel art efficiently on a Fitbit Versa  ?
 
Thanks in advance
 
Luc

 

 

 

 

 

 

 

Best Answer
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1 REPLY 1

We don't currently have a canvas or framebuffer, so this type of drawing is pretty impossible right now. Sorry.

Best Answer
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