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what is the best solution for drawing a 320 x 240 RGB at 15 image / second

Hello,

 

I would like to know if their is a optimized solution for drawing a 320 x 240 RGB image at 15 frame / second ?

 

thank you,

 

Laurent

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Re : what is the best solution for drawing a 320 x 240 RGB at 15 image / second

The image is in fact a byte[] buffer received at 10 Hz and it is coded in jpeg, so I was wondering how to decompress it once I get a full valide jpeg image and draw it on the ps vita screen.

 

thank you in advance

 

 

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Re : what is the best solution for drawing a 320 x 240 RGB at 15 image / second

Hi Wifibot78,

 

Have you taken a look at the Imaging samples which are part of the SDK? The Image class allows you to create an image from a byte array quite easily, which you can then display to the screen. 

 

The sample you should look at is the "ImageSample" which is (roughly) located at:

C:\Users\Public\Documents\Pss\sample\Imaging\ImageSample

 

To get it to work with a byte array you could change the instantiation to something like this:

// Change byte[] to be your byte array
var image1 = new Image(byte[]);

 

I hope this helps you out.

 

James

PlayStation®Mobile Dev Team
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Re : what is the best solution for drawing a 320 x 240 RGB at 15 image / second

Hello,

 

thank you for your post.

 

I tryed this but it display only the byte data of the jpeg buffer , he do not detect that the buffer is a jpeg and decompress it to get a full raw image.

 

Best

.

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Re : what is the best solution for drawing a 320 x 240 RGB at 15 image / second

in fact I forgot in this post that the buffer I received is from a jpeg camera so it is not RGB , I need to change the title.

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