Create an image object
Use the image graphic object to place images on your graphic displays. You can use images already contained in the Images folder or use Symbol Factory to select and add a graphic to the display and the Images folder.
Prerequisite
- Import the image into your project.
To create an image object
- In the Graphics Display editor, select Objects >Drawing > Image or click
on the toolbar.
- Press the mouse button, drag the mouse diagonally to draw the object to the desired size, and release the button.
The Image Browser opens.
- From the Select image list, select the image to be shown on the object.
- Click OK.
The image is placed where you drew the rectangle, but the actual size of the image is used, rather than the size of the rectangle you drew. To change the image’s attributes, double-click the image to open the Image Properties dialog box and specify the options.
Tip: |
- For monochrome images, you can set up the image to blink at run time.
- Images support visibility animation only.
- FactoryTalk View supports 256 color (grayscale) and 16 million color JPEG images only. For all other color types, use bitmaps.
- Use a color depth and resolution appropriate to the application. For example, a 640x480 pixel bitmap with a 16 or 24 bit color palette uses significantly more storage space and RAM than the same image with a depth of 8 bit (256) colors.
- For large color images (16 million color, 320 x 240 pixels or larger), JPEG images load faster than bitmaps. In all other cases, bitmaps load faster than JPEGs.
- Color JPEG images have a much smaller file size than equivalent bitmap images, and therefore require less disk space at run time. However, since they are shown as bitmaps, they will require the same amount of RAM.
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See also
Drawing objects
Set up general properties for an image object
Options on the General tab of the Image Properties dialog box
Keywords: image