pixel-type
pixel type
Determines how each color value is converted to ArtNet DMX.
- RGB 3 bytes : each color is converted into 3 DMX values R,G,B. Only 170 pixels can be sent per universe.
- BRG 3 bytes : each color is converted into 3 DMX values B,R,G. Only 170 pixels can be sent per universe.
- RGB- 4 bytes : each color is converted into 4 DMX values R,G,B,0. Only 128 colors can be sent per universe.
- -RGB 4 bytes : each color is converted into 4 DMX values 0,R,G,B. Only 128 pixels can be sent per universe.
- -BRG 4 bytes : each color is converted into 4 DMX values 0,B,R,G. Only 128 pixels can be sent per universe.
- BRG- 4 bytes : each color is converted into 4 DMX values B,R,G,0. Only 128 colors can be sent per universe.
- RBG 3 bytes : each color is converted into 3 DMX values R,B,G. Only 170 pixels can be sent per universe.
- BGR 3 bytes : each color is converted into 3 DMX values B,G,R. Only 170 pixels can be sent per universe.
- GBR 3 bytes : each color is converted into 3 DMX values G,B,R. Only 170 pixels can be sent per universe.
- GRB 3 bytes : each color is converted into 3 DMX values G,R,B. Only 170 pixels can be sent per universe.
- RGBW 4 bytes : each color is converted into 4 DMX values R,G,B,W. Only 128 pixels can be sent per universe. Algorithm WhitePart.
- WRGB 4 bytes : each color is converted into 4 DMX values W,R,G,B. Only 128 pixels can be sent per universe. Algorithm WhitePart.
- --W 3 bytes : each color is converted into 4 DMX values, 0,0,W. Only 170 pixels can be sent per universe. Algorithm GrayScale.
- ---W 4 bytes : each color is converted into 4 DMX values, 0,0,0,W. Only 128 pixels can be sent per universe. Algorithm GrayScale.
- W--- 4 bytes : each color is converted into 4 DMX values, W,0,0,0 followed by 3 values filled with 0. Only 128 pixels can be sent per universe. Algorithm GrayScale.
- W 1 bytes : each color is converted into 1 DMX value W. Only 512 pixels can be sent per universe. Algorithm GrayScale.
- WWWW 4 bytes : each color is converted into 4 DMX values W,W,W,W. Only 128 pixels can be sent per universe. Algorithm GrayScale.
- WWW 3 bytes : each color is converted into 3 DMX values W,W,W. Only 170 pixels can be sent per universe. Algorithm GrayScale.
- WW 2 bytes : each color is converted into 2 DMX values W,W,0,0. Only 256 pixels can be sent per universe. Algorithm GrayScale.
- GRBW 4 bytes : each color is converted into 4 DMX values G,R,B,W. Only 128 pixels can be sent per universe. Algorithm WhitePart.
- WGRB 4 bytes : each color is converted into 4 DMX values W,G,R,B. Only 128 pixels can be sent per universe. Algorithm WhitePart.
- RGBWW 5 bytes : each color is converted into 5 DMX values R,G,B,W,W. Only 102 pixels can be sent per universe. Algorithm WhitePart.
- WWRGB 5 bytes : each color is converted into 5 DMX values W,W,R,G,B. Only 102 pixels can be sent per universe. Algorithm WhitePart.
- RGBW x2 8 bytes : each color is converted into 8 DMX values R,G,B,W,R,G,B,W. Only 64 pixels can be sent per universe. Algorithm WhitePart.
- RGBW x4 16 bytes : each color is converted into 16 DMX values R,G,B,W,R,G,B,W,R,G,B,W,R,G,B,W. Only 16 pixels can be sent per universe. Algorithm WhitePart.
- RGB- x4 16 bytes : each color is converted into 16 DMX values R,G,B,0,R,G,B,0,R,G,B,0,R,G,B,0. Only 16 pixels can be sent per universe.
- RGBW MaxLuminance x4 16 bytes : each color is converted into 16 DMX values R,G,B,W,R,G,B,W,R,G,B,W,R,G,B,W. Only 16 pixels can be sent per universe. Algorithm MaxLuminance.
- RGBW MaxLuminance 4 bytes : each color is converted into 4 DMX values R,G,B,W. Only 128 pixels can be sent per universe. Algorithm MaxLuminance.
- WRGB MaxLuminance 4 bytes : each color is converted into 4 DMX values W,R,G,B. Only 128 pixels can be sent per universe. Algorithm MaxLuminance.
- algorithm GrayScale: the W channel is calculated with W = (R x 0.3 + G x 0.59 + B x 0.11).
- algorithm WhitePart: the W channel is calculated with W = min ( R , G , B ). G' = G-W, R' = R-W, B' = B-W.
- algorithm MaxLuminance: the W channel is calculated with W = min ( R , G , B ). G' = G, R' = R, B' = B.