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Adding more than 170 RGB pixels at the same time (auto-span across multiple universes)???

Posted: Sun Dec 07, 2014 7:03 am
by VoltVisionFrenchy
Wattup,
Tonight I was trying to program the tree sculpture, which has 336 RGB pixels. I would like to add all 336 of these "Generic RGB" fixtures at the same time, then group them later. I was having trouble with QLC+ not auto-spanning from U1-ch510 to U2-ch1 and keep going, (preferably while still auto-incrementing the names). Did I do something wrong or is this a feature request? (It sux to manually calculate universe break points when dealing with hundreds/thousands of pixels).

Thanks! (Tonight I fell in love with collections... Very nice.)

respect,
frenchy (Steve French)
www.voltvision.com

Adding more than 170 RGB pixels at the same time (auto-span across multiple universes)???

Posted: Sun Dec 07, 2014 8:57 am
by OddSocks
Hi,

Just a quick question. If this auto-spaned would it do it in whole fixtures or be dumb and just cary on counting chanels?

Adding more than 170 RGB pixels at the same time (auto-span across multiple universes)???

Posted: Sun Dec 07, 2014 3:59 pm
by VoltVisionFrenchy
Oddsocks,
Excellent question. In my experience, both Lightjams and the pixel driver devices from SanDevices do auto-universe-spanning of RGB pixels in groups of 3....so they both go up to ch510, then start the next universe on ch1. I suppose in the future if/when RGBW pixels start to become more common, then something else will need to happen..... so I guess if you add RGB pixels then it keeps them in groups of 3, but if you add RGBW or other type pixels, then it keeps them in groups of 4....hmmmm.... but for now most everyone is using RGB pixels (the digital strips anyway).

respect,
frenchy (Steve French)
www.voltvision.com

Adding more than 170 RGB pixels at the same time (auto-span across multiple universes)???

Posted: Sun Dec 07, 2014 4:34 pm
by Massimo Callegari
The RGB Panel functionality does that. It spans rows of pixels into multiple universes.
You just need to stick with that paradigm and handle your pixels like if they were in a rectangular shape.
Then program your RGB matrices accordingly.