Author Topic: 24 FT long Matrix Alphapix 16 problem  (Read 4086 times)

Offline bhosted

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24 FT long Matrix Alphapix 16 problem
« on: November 08, 2015, 07:19:51 PM »
My brothers, a short story. I have built a matrix using strips of 12v 30/10 ws2811 and one alphapix 16. The matrix is 21x100 or about 7 ft tall and 24 ft long. There are 9 universes all have 252 pixels in them except the last one which only has 84. for a total of 2100 pixels or 6300 RGB. I am using a 1500 watt gold rated computer power supply that has 6 PCI express outputs. Each outputs has a rating of 30amps continuous.   I have injected power on every 3rd strip. the number 1,13,25,37,49,61,73,85,97 universes power and data cable go back to the controller. When I power everything up and use the test built into the controller every light, strip and pixel works great. When I test in xlights 4.2.1.6 I get some universes that don't come on, some pixels are slow even colors that are not part of the test pattern. The Alphapix is version 1.03. I will include pictures of the controller setup the xlights setup and one of the power distribution panel I have created. Also the longest cable used to inject power is no more them 30ft and I am using 16/2 for everything going out to the controller.
« Last Edit: November 08, 2015, 07:45:20 PM by bhosted »

Offline gerry

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Re: 24 FT long Matrix Alphapix 16 problem
« Reply #1 on: November 08, 2015, 08:20:59 PM »
On the controller , you have Universe 3, 5 etc defined . In the xl setup you have 3, 4 and 5 defined ie they don't line up as there is no universe 4 on the controller.

The universes and number of channels on each universe should align between the xl setup and the controller.

Same for others..
Gerry

Offline bhosted

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Re: 24 FT long Matrix Alphapix 16 problem
« Reply #2 on: November 08, 2015, 08:36:04 PM »
yes, but, the setup in the controller has 252 pixels output, output #1 on the controller has two universes on it for a total of 510. in  the xml I am only using 17 universes 1 and 2  channels 1-510
and so one. isn't that correct?
On the controller , you have Universe 3, 5 etc defined . In the xl setup you have 3, 4 and 5 defined ie they don't line up as there is no universe 4 on the controller.

The universes and number of channels on each universe should align between the xl setup and the controller.

Same for others..

Offline Phrog30

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Re: 24 FT long Matrix Alphapix 16 problem
« Reply #3 on: November 08, 2015, 08:40:56 PM »
I noticed you are using reverse addressing, which is zig zag. The last I heard, the firmware in the awfulpix only does zig zag once. I would hope that is fixed by now, but you might want to double check.

Offline bhosted

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Re: 24 FT long Matrix Alphapix 16 problem
« Reply #4 on: November 08, 2015, 08:56:04 PM »
You can not see the zigzag checkbox in the picture but it is not checked. I have told the controller to reverse order ever 21 pixels. the matrix is vertical 21 pixels up the back down. and again when I use the test patterns built into the controller everything works.

I noticed you are using reverse addressing, which is zig zag. The last I heard, the firmware in the awfulpix only does zig zag once. I would hope that is fixed by now, but you might want to double check.

Offline bhosted

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Re: 24 FT long Matrix Alphapix 16 problem
« Reply #5 on: November 08, 2015, 09:10:47 PM »
Also the controller only wants the beginning universe number and the total number of pixels per output. Even numbered universes are not defined because the are implied.

yes, but, the setup in the controller has 252 pixels output, output #1 on the controller has two universes on it for a total of 510. in  the xml I am only using 17 universes 1 and 2  channels 1-510
and so one. isn't that correct?
On the controller , you have Universe 3, 5 etc defined . In the xl setup you have 3, 4 and 5 defined ie they don't line up as there is no universe 4 on the controller.

The universes and number of channels on each universe should align between the xl setup and the controller.

Same for others..