GEQ: fix for "overshooting" on small matrix

I've observed that GEQ pixels sometimes "overshoot" into other segments. This is an attempt to fix it.
This commit is contained in:
Frank
2023-01-18 20:20:50 +01:00
parent 5575d6ab11
commit 4681e9fee3

View File

@@ -7138,6 +7138,7 @@ uint16_t mode_2DGEQ(void) { // By Will Tatam. Code reduction by Ewoud Wijma.
band = constrain(band, 0, 15);
uint16_t colorIndex = band * 17;
uint16_t barHeight = map(fftResult[band], 0, 255, 0, rows); // do not subtract -1 from rows here
if (barHeight > rows) barHeight = rows; // WLEDMM map() can "overshoot" due to rounding errors
if (barHeight > previousBarHeight[x]) previousBarHeight[x] = barHeight; //drive the peak up
uint32_t ledColor = BLACK;
@@ -7148,7 +7149,7 @@ uint16_t mode_2DGEQ(void) { // By Will Tatam. Code reduction by Ewoud Wijma.
ledColor = SEGMENT.color_from_palette(colorIndex, false, PALETTE_SOLID_WRAP, 0);
SEGMENT.setPixelColorXY(x, rows-1 - y, ledColor);
}
if (previousBarHeight[x] > 0)
if ((previousBarHeight[x] > 0) && (previousBarHeight[x] < rows)) // WLEDMM avoid "overshooting" into other segments
SEGMENT.setPixelColorXY(x, rows - previousBarHeight[x], (SEGCOLOR(2) != BLACK) ? SEGCOLOR(2) : ledColor);
if (rippleTime && previousBarHeight[x]>0) previousBarHeight[x]--; //delay/ripple effect