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Field Notes from the Armoury

How to display a logo on a 2.76 inch round TFT screen?

aBy admin RFD-4192-2016
To display a logo on a 2.76 inch round TFT screen, you need to convert your logo into a bitmap image that matches the display’s resolution (480x480 pixels), then load it into the display’s frame buffer using a microcontroller or driver board that supports MIPI or RGB interfaces. The specific model I recommend is the 2.76 inch 480x480 round tft display, which uses a 480x480 pixel array with a circular active area—this means you’ll have to handle the circular cropping in software or hardware to avoid showing pixels outside the round boundary. Most round TFTs, like this one, rely on a MIPI DSI (Display Serial Interface) or parallel RGB interface, so your logo data must be sent as 16-bit or 24-bit RGB values per pixel, depending on the driver IC’s color depth. For example, if the display uses the ST7701S driver (common in 480x480 round panels), it supports 16-bit (RGB565) color mode, which gives you 65,536 colors—enough for logos with gradients or solid colors. To start, you’ll need a microcontroller like an ESP32-S3 or a Raspberry Pi Pico with enough RAM to hold the full frame buffer: 480x480 pixels at 16-bit equals 460,800 bytes, or about 450 KB. That’s doable on an ESP32 with 520 KB SRAM, but you’ll need to allocate it carefully. If your logo is smaller than 480x480, you can center it and pad the rest with black pixels, or you can scale it using a bilinear interpolation algorithm in your code—just be aware that scaling on a round display can introduce distortion near the edges because the circular mask cuts off corners. For the actual display process, you’ll initialize the display with the correct MIPI commands: set the pixel format to 0x3A (RGB565), turn off the display’s sleep mode with command 0x11, and then send the frame data via a write command like 0x2C for RGB interfaces. The round shape requires you to define a circular clipping region—most driver ICs support a “window address” command (0x2A for column and 0x2B for row) that lets you set a rectangular area, but for a round display, you’ll need to manually skip pixels outside the circle in your code. A practical approach is to precompute a circular mask array: for each pixel at coordinates (x, y), check if (x - 240)^2 + (y - 240)^2 is less than or equal to 240^2 (since the radius is 240 pixels for a 480x480 display). If it’s outside, set the pixel to black or transparent. This mask can be stored as a 1-bit array (480x480 bits = 28,800 bytes) to save memory, but you’ll need to compute it once and reuse it for each frame. For a logo, you’ll typically load it from an SD card or flash memory as a BMP or JPEG file, then decode it into a pixel buffer. BMP files are simpler because they’re uncompressed—a 480x480 BMP at 24-bit color takes 691,200 bytes, which is too large for most microcontrollers, so you’ll want to convert it to 16-bit RGB565 first. Use a tool like ImageMagick or GIMP to resize and convert your logo: run `convert logo.png -resize 480x480 -depth 16 logo.bmp` or use the “RGB565” export option in GIMP. If your logo has transparency, you’ll need to handle the alpha channel by blending it with a background color—typically black for round displays since the circular area is often surrounded by a black bezel. The 2.76 inch round TFT display I linked uses a MIPI DSI interface with 2 lanes, running at 500 MHz data rate, which gives you a theoretical bandwidth of 1 Gbps—enough to refresh the 480x480 frame at 60 Hz with 16-bit color. In practice, you’ll send data over SPI or QSPI if you’re using a breakout board, but MIPI is faster and reduces latency. For example, using an ESP32 with the LovyanGFX library, you can set up the display with `tft.begin()` and `tft.fillScreen(TFT_BLACK)`, then draw the logo with `tft.pushImage(0, 0, 480, 480, logo_data)`. The library handles the circular clipping automatically if you set the rotation correctly, but you’ll still need to ensure your logo data is in the right byte order (RGB565 is little-endian: first byte is green bits 5-3 and blue bits 4-0, second byte is red bits 4-0 and green bits 2-0). If you’re using a Raspberry Pi with a DPI interface, you can use the fbtft driver to map the display as a framebuffer device, then write the logo directly to `/dev/fb0` using a system call like `cat logo.raw > /dev/fb0`. The raw data must be 480x480 pixels at 16-bit, so your logo file should be exactly 460,800 bytes. For a production setup, you might want to preprocess the logo into a C array using a Python script that reads the image, applies the circular mask, and outputs a header file. Here’s a quick example: use PIL (Pillow) to load the image, resize it to 480x480, convert to RGB565, and then iterate over each pixel to apply the mask. The script would look like: `from PIL import Image; img = Image.open('logo.png').resize((480,480)).convert('RGB'); for y in range(480): for x in range(480): if (x-240)**2 + (y-240)**2 > 240**2: img.putpixel((x,y), (0,0,0))`. Then save the raw bytes with `img.tobytes('raw', 'BGR;16')`. This gives you a buffer that you can directly send to the display. One common mistake is forgetting that the round display’s active area is circular, so if you send a full 480x480 square image, the corners will be cut off by the bezel—this is fine as long as you set those pixels to black, but if you want a transparent background, you’ll need to use a different approach like overlaying the logo on a black background in software. The display’s viewing angle is typically 80 degrees in all directions for IPS panels, which is common for 2.76 inch round TFTs, so the logo will be visible from most angles. For power consumption, driving a 480x480 round display at 60 Hz with a white logo on a black background draws about 200-300 mA at 3.3V, depending on the backlight LED current (usually 20-30 mA per LED, with 4-6 LEDs in parallel). If you’re using a battery-powered device, you can reduce power by lowering the refresh rate to 30 Hz or using a partial update mode—but for a static logo, you only need to send the data once and then disable the display’s refresh by putting it into sleep mode (command 0x10). The 2.76 inch round TFT display I mentioned has a built-in ST7701S driver that supports a “sleep out” command (0x11) to wake up and “sleep in” (0x10) to save power, so you can turn on the display, show the logo, and then turn it off after a few seconds. For a more dynamic logo (e.g., an animated GIF), you’ll need to store multiple frames in flash memory and send them sequentially at 30-60 fps, which requires a faster microcontroller like an ESP32-S3 with 8 MB PSRAM for frame buffering. The MIPI interface on this display supports 2-lane operation at up to 1 Gbps, so you can achieve 60 fps with a 480x480 16-bit image—this is 27.6 MB/s of data, which is within the bandwidth of a 500 MHz MIPI clock. For a logo with text, you’ll need to use a font library like Adafruit GFX or LVGL, which can render TrueType fonts on the fly. The round shape complicates text rendering because standard rectangular fonts will clip at the edges, so you’ll need to use a circular text layout algorithm that wraps text along a curve. For example, if your logo says “My Brand,” you can render it as a circular arc using the formula `x = cx + r * cos(theta)` and `y = cy + r * sin(theta)`, where `r` is the radius (e.g., 200 pixels) and `theta` ranges from 0 to 2π. This requires a font library that supports rotated glyphs, like the one in LVGL, which can handle 360-degree rotation. In terms of color accuracy, the 2.76 inch round TFT display has a typical contrast ratio of 1000:1 and a brightness of 300-400 nits, so your logo’s colors will be vivid if you use RGB565 with dithering. For logos with fine details (e.g., a company logo with thin lines), you’ll want to use 24-bit color (RGB888) if the driver supports it—but the ST7701S only supports 16-bit natively, so you’ll get some color banding. To mitigate this, use a dithering algorithm like Floyd-Steinberg when converting your logo to 16-bit. This is especially important for gradients, which are common in logos. The display’s pixel pitch is about 0.115 mm (since 2.76 inches = 70.1 mm diameter, and 480 pixels across gives 70.1/480 = 0.146 mm per pixel—actually, the active area is circular, so the diagonal is 480 pixels, and the physical diameter is 2.76 inches, so the pixel density is 480 / 2.76 = 174 PPI). This is high enough for sharp text and logos, but you’ll need to ensure your logo vector is at least 480x480 pixels to avoid blurriness. For a logo that’s smaller, you can upscale it using nearest-neighbor for pixel art or bilinear for smooth images—but bilinear can look soft on a round display because the circular mask cuts off the edges. A better approach is to use a vector format like SVG and rasterize it to 480x480 on the fly using a library like NanoVG, but this requires a more powerful processor like a Raspberry Pi 4. For a microcontroller, you’re better off pre-rasterizing the logo. The 2.76 inch round TFT display I’m using has a 4-wire SPI interface option for slower microcontrollers, but the MIPI version is faster and more reliable for high-resolution images. When you’re wiring it, note that the MIPI DSI pins are typically: D0P, D0N, D1P, D1N, CLKP, CLKN, and a reset pin. You’ll need to match these with your microcontroller’s MIPI controller—for example, the ESP32-S3 has a built-in MIPI DSI controller that supports up to 2 lanes. If you’re using a breakout board, it might have a parallel RGB interface instead, which uses 18-24 data pins plus HSYNC, VSYNC, DE, and PCLK. For a 480x480 display at 60 Hz, the pixel clock needs to be around 480 * 480 * 60 = 13.8 MHz, but with blanking intervals, it’s typically 18-20 MHz. This is doable with an ESP32 using the I2S parallel output mode, but it’s more complex than MIPI. For a practical implementation, I recommend using the TFT_eSPI library on an ESP32, which supports round displays with circular clipping—just set the `TFT_ROTATION` and `TFT_CIRCLE` defines in the User_Setup.h file. The library can handle the 480x480 resolution and 16-bit color, and you can load a logo from SPIFFS or an SD card using `tft.drawJpeg()` or `tft.drawBmp()`. For example, to display a JPEG logo, you’ll need the JPEGDecoder library, which decodes the image into a buffer and then draws it. The round display’s driver IC (ST7701S) also supports partial display mode, which lets you update only a portion of the screen—this is useful if your logo is small and you want to save power. The partial mode uses commands 0x30 and 0x31 to set the partial area, and then you send only the data for that region. For a 100x100 pixel logo, this reduces the data transfer to 100 * 100 * 2 = 20,000 bytes, which is 20x less than a full frame. This is particularly useful for battery-powered devices where you want to minimize power consumption. The 2.76 inch round TFT display’s power consumption in partial mode can drop to 50-100 mA, depending on the backlight. Another factor to consider is the display’s refresh rate: if you’re using a static logo, you can set the display to “tear effect” mode (command 0x35) to synchronize updates with the vertical blanking interval, which prevents tearing artifacts. For a logo that’s part of a user interface, you’ll want to use a GUI library like LVGL, which has built-in support for round displays with circular objects. LVGL can draw a logo using the `lv_img` widget, and you can set the image’s opacity and blending. The library also supports circular clipping with the `lv_obj_set_style_radius()` function, which rounds the corners of any object—but for a fully round display, you’ll need to set the radius to 50% of the object’s size. For example, `lv_obj_set_style_radius(img, 240, 0)` will make the image circular. This is easier than manual masking, but it requires more RAM (about 10-20 KB for the LVGL kernel plus the image buffer). The 2.76 inch round TFT display I’m using has a 480x480 resolution, so an LVGL image buffer for a full-screen logo would be 480 * 480 * 2 = 460,800 bytes, which is too large for most microcontrollers’ internal RAM. You’ll need to use external PSRAM (e.g., ESP32-S3 with 8 MB PSRAM) or use a double-buffering technique with a smaller buffer. A common approach is to use a “flush callback” in LVGL that sends data to the display in chunks—for example, a 480x10 pixel buffer (9,600 bytes) that’s flushed 48 times to fill the screen. This reduces RAM usage to under 10 KB. For a logo, you can also use a “draw image” callback that decodes the logo from flash memory on the fly, rather than holding the entire image in RAM. The ST7701S driver supports 16-bit color, so you’ll need to convert your logo to RGB565 format. If your logo is a simple shape (e.g., a circle with text), you can draw it programmatically without an image file. For example, to draw a logo that’s a red circle with white text, you can use the TFT_eSPI library’s `fillCircle()` and `drawString()` functions. The circle’s center is at (240, 240) with a radius of 200 pixels, and the text can be centered using `tft.drawCentreString()`. This avoids the need for an image file altogether, which saves flash memory. The 2.76 inch round TFT display’s physical dimensions—70.1 mm diameter and 1.2 mm thickness—make it suitable for embedded devices like smartwatches or dashboard displays. The logo will be visible from a distance of 30-50 cm, so you’ll want to use a font size of at least 24 points for text to be legible. For a logo with a gradient, you can use a dithering algorithm in software to simulate more colors. For example, a gradient from red (0xF800) to blue (0x001F) can be drawn by interpolating the RGB values and using a 2x2 Bayer matrix for dithering. This gives a smoother appearance than solid colors. The display’s backlight is typically controlled via a PWM pin, so you can dim the logo to reduce power or adjust brightness for ambient light. For a product logo, you might want to use a high-contrast color scheme (e.g., white on black) to ensure visibility. The 2.76 inch round TFT display’s viewing angle is 80 degrees, so the logo will be readable from the side. In terms of data transfer, the MIPI DSI interface on this display uses a 2-lane configuration with a clock speed of 500 MHz, which gives a data rate of 1 Gbps. This is enough to send a 480x480 16-bit frame at 60 Hz (27.6 MB/s) with room to spare. For a logo, you can send it once and then use the display’s sleep mode to freeze the frame. The driver IC has a “display off” command (0x28) that stops the refresh, but the frame buffer retains the data, so the logo stays on the screen without any power draw from the display driver. The backlight still draws power, but you can turn it off separately. This is ideal for a static logo on a battery-powered device. For a dynamic logo (e.g., an animated logo), you’ll need to send frames at 30 fps, which requires 13.8 MB/s—still within the MIPI bandwidth. The 2.76 inch round TFT display’s pinout is typically: VCC (3.3V), GND, LED (backlight), RESET, SDA (MIPI data), SCL (MIPI clock), and sometimes a touch interface if it’s a touchscreen version. The display I’m referring to is a non-touch version, but you can add a capacitive touch overlay if needed. For a logo, you don’t need touch, but if you’re building a UI, you might want to use the round display’s touch capabilities to let users tap on the logo. The touch controller is usually an I2C device with an address of 0x38,
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About the author

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A member of our eleven-strong specialist team at the Old Armoury, Tetbury. Articles draw on more than four decades of licensed trade, in-house gunsmithing and face-to-face variation work.

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