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.

version 6.0.241021

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