I’ve decided to organize the sprites so that the more often they get updated, the lower a sprite index they have. That means that sprites 0-4 represent the cells’ drop shadows (changing 4 times a frame just for that), the corner sprites are 5-6 (changing twice a frame in both location and shape) and the left drop shadow is sprite 7 (changes twice a frame but just location). Sprites 0 and 1 will also be the sprites further repurposed for the bottom-side drop shadow (which changes their location, shape, and magnification).
The setup worked, but the vga666 only supports 18-bit color (6 bits per channel), a limitation of the Raspberry Pi’s GPIO interface. With only 64 levels per color channel instead of 256, you get visible color banding, especially in gradients.
,这一点在搜狗输入法中也有详细论述
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