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@ -34,7 +34,7 @@ fn main() { |
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let camera = &mut cam.outer_right_cam; |
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let camera = &mut cam.outer_right_cam; |
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camera |
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camera |
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.set_size(CamSize::CTR_TOP_LCD) |
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.set_view_size(CamSize::CTR_TOP_LCD) |
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.expect("Failed to set camera size"); |
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.expect("Failed to set camera size"); |
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camera |
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camera |
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@ -108,14 +108,12 @@ fn main() { |
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// but the image would need to be rotated 90 degrees.
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// but the image would need to be rotated 90 degrees.
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fn convert_image_to_rgb8(img: &[u8], x: usize, y: usize, width: usize, height: usize) -> Vec<u8> { |
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fn convert_image_to_rgb8(img: &[u8], x: usize, y: usize, width: usize, height: usize) -> Vec<u8> { |
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let mut rgb8 = vec![0u8; img.len()]; |
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let mut rgb8 = vec![0u8; img.len()]; |
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let mut draw_x; |
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let mut draw_y; |
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for j in 0..height { |
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for j in 0..height { |
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for i in 0..width { |
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for i in 0..width { |
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// Y-coordinate of where to draw in the frame buffer
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// Y-coordinate of where to draw in the frame buffer
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draw_y = y + height - j; |
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let draw_y = y + height - j; |
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// X-coordinate of where to draw in the frame buffer
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// X-coordinate of where to draw in the frame buffer
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draw_x = x + i; |
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let draw_x = x + i; |
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// Initial index of where to draw in the frame buffer based on y and x coordinates
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// Initial index of where to draw in the frame buffer based on y and x coordinates
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let draw_index = (draw_y + draw_x * height) * 3; |
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let draw_index = (draw_y + draw_x * height) * 3; |
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