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I'm using an ESP32 and trying to get 1024 LEDs to run, but if I make numLeds more than 512, even 513, the entire light array goes black. Some investigation finds that onDmxFrame sets sendFrame to 0 every time it's called. I tried to eliminate sendFrame but the FPS seems to drop significantly. Any suggestions?
const int lastUniverse=startUniverse+maxUniverses;
// read universe and put into the right part of the display buffer
for (int i = 0; i < length / 3; i++)
{
int led = i + (universe - startUniverse) * (previousDataLength / 3);
if (led < numLeds)
leds[led] = CRGB(data[i * 3], data[i * 3 + 1], data[i * 3 + 2]);
}
previousDataLength = length;
FastLED.show();
}
The text was updated successfully, but these errors were encountered:
I'm using an ESP32 and trying to get 1024 LEDs to run, but if I make numLeds more than 512, even 513, the entire light array goes black. Some investigation finds that onDmxFrame sets sendFrame to 0 every time it's called. I tried to eliminate sendFrame but the FPS seems to drop significantly. Any suggestions?
const int lastUniverse=startUniverse+maxUniverses;
void onDmxFrame(uint16_t universe, uint16_t length, uint8_t sequence, uint8_t* data)
{
if(universe<startUniverse||universe>lastUniverse)
return;
// read universe and put into the right part of the display buffer
for (int i = 0; i < length / 3; i++)
{
int led = i + (universe - startUniverse) * (previousDataLength / 3);
if (led < numLeds)
leds[led] = CRGB(data[i * 3], data[i * 3 + 1], data[i * 3 + 2]);
}
previousDataLength = length;
FastLED.show();
}
The text was updated successfully, but these errors were encountered: