I am looking to control 40 LED strands, of high density 144 pixel each strand.
I have 4 LeDMX4 Pro controllers from DMXking.com which can control up to 680 RGB pixels per port.
I have hooked up 16 strands, with 4 strand on each output of the LeDMX4
I’ve set the pixel count in the LeDMX4 Pro Configuration utility to 576, (which is 144 x 4). The maximum is 680 for SPI.
In my example I can move a single lit led up and down all the strings, and every single pixel is addressed fine. I have to span lots of universes to do this, 19 in total.
The issue is, 104 pixels are trying to be lit, but there are no leds there.
I jump from one Port to the next, after 4 strands, the missing 576 - 680 = 104 pixels.
I run the setslice to select the single pixel past the 576th pixel (the last pixel on the 4th string), I have to get to 681 for the 1st pixel of the 5th strand to light up.
Hmmm, tricky, this is working really well, but it’s not getting deep enough.
The idea is that I can feed a 144 length linear spread for example to an HSL, and each string will have the same pixels effected. But what happens is that the 104 pixels missing creates an offset which compounds with each 4 string.
I would recommend pixel mapping graphics to LED’s, it makes it much easier to design for. Just use a pipet dx9 or 11 and sample from the postions you want your leds to be. I’ve found that running 2 instances with shared textures, dramatically improves performance, so just pipet and DMX in one instance, and do all your gfx in the other