Using bitmaps in a factorytalk view application – Rockwell Automation FactoryTalk View Site Edition Users Guide User Manual
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When you import objects, you can convert them to FactoryTalk View objects. This offers
the following advantages:
Graphic display files are smaller.
Objects are groups of objects rather than a single object. This means you can modify
the individual parts of the object, including attaching animation to individual parts.
Symbol Factory, when used with the Image Browser, allows you to locate a high quality
graphic and not only import it into your Graphic Display, but save it in the images folder
for additional uses as a graphic object.
Using bitmaps in a FactoryTalk View application
Bitmaps consume Windows resources. When using bitmaps, consider the following
guidelines.
Use device-dependent bitmaps
Device-dependent bitmaps (.bmp files) show faster than device-independent bitmaps (.dib
files) because the FactoryTalk View Graphics editor is optimized for device-dependent
bitmaps.
Also, you can modify device-dependent bitmaps in place, using the Microsoft Paint
program.
Avoid unnecessary color depth
Create bitmaps in the lowest color depth possible. The more colors you use, the more
memory that is consumed:
16-color bitmaps consume 4 bits per pixel (½ byte per pixel)
256-color bitmaps consume 8 bits per pixel (1 byte per pixel)
24-bit bitmaps consume 24 bits per pixel (3 bytes per pixel)
If possible, use 16-color bitmaps. To change a higher-resolution bitmap to 16 colors, open
the bitmap in the Microsoft Paint program and save the bitmap as a 16-color bitmap.
Match palettes in 256-color systems
In a 256-color system, if bitmaps use two different color palettes, Windows must
recalculate and redraw all bitmaps when window focus changes.
Redrawing bitmaps causes delays and can make a scanned image or photograph sparkle or
appear as a negative.
To match palettes, use a bitmap-oriented graphical tool that lets you match palettes.