Fading Trails
#2804
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Frame buffers can be created using sprites if your processor has sufficient memory. The "comet tail" effect would need to be managed by the sketch, there is no function to do this. |
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I've looked a bit but can't find anything that helps.
I want to simulate fading trails on the screen or viewport so that after objects are drawn, they gradually fade out, like the long persistence phosphor of a CRT. I can envision a couple ways this could be done by reading each pixel on the screen and decrementing the value by some factor, but that would require that I'm able to read the TFT memory, except the TFT I'm using doesn't support this.
Do I understand that there is a frame buffer on the host CPU RAM that holds the image before it's transferred to the TFT? If so, what are those functions and how are they used please? I'm new to this library, so forgive me if I don't fully grok.
Any other techniques I could use?
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