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Welcome to the official documentation repository for [qlcplus](https://qlcplus.org/)!
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Welcome to the official documentation repository for [qlcplus](https://www.qlcplus.org/)!
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The [docs.qlcplus.org](https://docs.qlcplus.org/) website uses the [Grav](https://getgrav.org/) content management system (CMS) and Learn2 with Git Sync plugin. This helps us to collaboratively edit our Markdown-based documentation. When changes are made to this repo the website automatically reflects the changes.
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By contributing to the documentation, you're not only helping yourself but also supporting the QLC+ community. Together, we can create a comprehensive and reliable resource for lighting enthusiasts using QLC+.
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<palign="center"xmlns:cc="http://creativecommons.org/ns#"xmlns:dct="http://purl.org/dc/terms/"><aproperty="dct:title"rel="cc:attributionURL"href="http://docs.qlcplus.org">QLC+ Offiical Documentation</a> by <arel="cc:attributionURL dct:creator"property="cc:attributionName"href="http://qlcplus.org">Massimo Callegari</a> is marked with <ahref="https://creativecommons.org/publicdomain/zero/1.0/?ref=chooser-v1"target="_blank"rel="license noopener noreferrer"style="display:inline-block;">CC0 1.0 Universal<imgstyle="height:22px!important;margin-left:3px;vertical-align:text-bottom;"src="https://mirrors.creativecommons.org/presskit/icons/cc.svg?ref=chooser-v1"alt=""><imgstyle="height:22px!important;margin-left:3px;vertical-align:text-bottom;"src="https://mirrors.creativecommons.org/presskit/icons/zero.svg?ref=chooser-v1"alt=""></a></p>
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<palign="center"xmlns:cc="http://creativecommons.org/ns#"xmlns:dct="http://purl.org/dc/terms/"><aproperty="dct:title"rel="cc:attributionURL"href="https://docs.qlcplus.org">QLC+ Offiical Documentation</a> by <arel="cc:attributionURL dct:creator"property="cc:attributionName"href="https://qlcplus.org">Massimo Callegari</a> is marked with <ahref="https://creativecommons.org/publicdomain/zero/1.0/?ref=chooser-v1"target="_blank"rel="license noopener noreferrer"style="display:inline-block;">CC0 1.0 Universal<imgstyle="height:22px!important;margin-left:3px;vertical-align:text-bottom;"src="https://mirrors.creativecommons.org/presskit/icons/cc.svg?ref=chooser-v1"alt=""><imgstyle="height:22px!important;margin-left:3px;vertical-align:text-bottom;"src="https://mirrors.creativecommons.org/presskit/icons/zero.svg?ref=chooser-v1"alt=""></a></p>
Copy file name to clipboardExpand all lines: pages/01.basics/01.overview/default.v4_de.md
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@@ -20,12 +20,12 @@ Wir sind auf Beiträge von Benutzern wie Ihnen angewiesen. Jede Spende, egal wie
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### Wie kann ich spenden?
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Sie können über GitHub-Sponsoring(https://github.com/sponsors/mcallegari) oder durch den Kauf von offiziellen Merchandise-Artikeln(https://merch.qlcplus.org) einen Beitrag leisten. Ebenfalls können Sie auch über PayPal spenden. Besuchen Sie unsere Homepage(https://www.qlcplus.org/) um mehr zu erfahren.
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Sie können über [GitHub-Sponsoring](https://github.com/sponsors/mcallegari) oder durch den Kauf von [offiziellen Merchandise-Artikeln](https://merch.qlcplus.org) einen Beitrag leisten. Ebenfalls können Sie auch über PayPal spenden. Besuchen Sie unsere [Homepage](https://www.qlcplus.org/) um mehr zu erfahren.
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### Kann ich auf andere Weise einen Beitrag leisten?
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Wenn Sie nicht über die Mittel zum Spenden verfügen, gibt es eine Reihe anderer Möglichkeiten, einen Beitrag zu QLC+ zu leisten, darunter:
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1. Teilnahme am offiziellen QLC+ Forum(https://qlcplus.org/forum/)
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1. Teilnahme am offiziellen [QLC+ Forum](https://www.qlcplus.org/forum/)
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2. Verbesserungsvorschläge für diese Dokumentation (siehe Schaltfläche „Diese Seite bearbeiten“ oben rechts)
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@@ -55,7 +55,7 @@ So far, three types of widgets are available:
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* RGB Color Picker. Controls values for selected RGB channels with a single click
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* Gobo/Macro Picker. Access and display a Gobo/Macro defined in the Fixture definition
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An overview with screenshots is available [here](https://qlcplus.org/old/clickandgo.html)
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An overview with screenshots is available [here](https://www.qlcplus.org/old/clickandgo.html)
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###  Collection
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[DMX](https://en.wikipedia.org/wiki/DMX512) is short for Digital MultipleX. It basically defines a whole bunch of properties, protocol, wiring etc. In the case of lighting software, it defines the maximum number of channels (512) per universe and the value range of each channel (0-255).
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QLC+ supports unlimited universes (there are 4 initial, but more can be added if needed). They do not necessarily need to be connected to DMX hardware. Actual hardware abstraction (whether it's analogue 0-10V, DMX or some other method) is achieved through [output plugins](#outputplugins).
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QLC+ supports unlimited universes (there are 4 initial, but more can be added if needed). They do not necessarily need to be connected to DMX hardware. Actual hardware abstraction (whether it's analogue 0-10V, DMX or some other method) is achieved through [output plugins](#input-output-plugins).
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###  EFX
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*[Chaser](#chaser)
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*[Sequence](#sequence)
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*[EFX](#efx)
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*[RGB Matrix](#rgbmatrix)
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*[RGB Matrix](#rgb-matrix)
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*[Collection](#collection)
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*[Show](#show)
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*[Audio](#audio)
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Let's say you have two sliders that control the same intensity channel. First, you set slider 1 to 50% and then move slider 2 from 0% to 75%. As long as slider 2 is below 50% nothing happens, but after crossing the 50% level set by slider 1, the light intensity increases up to 75%. If you drag slider 2 again towards 0%, the light intensity decreases until it reaches the 50% set by slider 1 and stays at 50% until slider 1 is dragged down.
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A crossfade between 2 [Scenes](#scene) will replace the HTP levels in the first scene with the HTP levels of the second. The new HTP levels will be combined with HTP levels from other functions and virtual console widgets as above. See also [LTP](#ltp).
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A crossfade between 2 [Scenes](#scene) will replace the HTP levels in the first scene with the HTP levels of the second. The new HTP levels will be combined with HTP levels from other functions and virtual console widgets as above. See also [LTP](#ltp-latest-takes-precedence).
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###  Input/Output plugins
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The LTP rule is simple: the latest level that has been set by a function or a Virtual Console widget gets sent out to the DMX universe.
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During a crossfade between [Scenes](#scene), LTP levels will often be changed. This has to be handled with some care as some LTP levels need to jump immediately to a new level, for example, changing from one gobo to another. LTP groups such as pan and tilt, however, might need to change gradually from one level to another during a crossfade. Different timings can be achieved by combining scenes in a [Collection](#collection). See also [HTP](#htp).
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During a crossfade between [Scenes](#scene), LTP levels will often be changed. This has to be handled with some care as some LTP levels need to jump immediately to a new level, for example, changing from one gobo to another. LTP groups such as pan and tilt, however, might need to change gradually from one level to another during a crossfade. Different timings can be achieved by combining scenes in a [Collection](#collection). See also [HTP](#htp-highest-takes-precedence).
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###  Modes
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###  RGB Matrix
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An RGB matrix [function](#functions) can be used to impose simple graphics and text on a matrix (a grid or a wall) of RGB and/or monochrome fixture [heads](#head). The RGB matrix function has been designed to be extendable with [scripts](#rgbscript) that can be written by users.
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An RGB matrix [function](#functions) can be used to impose simple graphics and text on a matrix (a grid or a wall) of RGB and/or monochrome fixture [heads](#head). The RGB matrix function has been designed to be extendable with [scripts](#rgb-script) that can be written by users.
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Each RGB matrix has its own speed settings:
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Each function has its own speed settings:
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***Fade In:** The time used to fade all channels to their target values, from whatever value they had
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***Fade Out:** The time used to fade HTP/intensity channels back to zero. Note that ONLY [HTP](#htp) channels are affected by this setting.
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***Fade Out:** The time used to fade HTP/intensity channels back to zero. Note that ONLY [HTP](#htp-highest-takes-precedence) channels are affected by this setting.
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Copies of scene functions can be created with the [Function Manager](/function-manager). All of the scene's contents are copied to the duplicate.
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| --- | --- |
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|**Can fade**| Determine if a channel is included or excluded in the QLC+ fade transitions. <br>By default all the channels are affected by the Fade In and Fade Out timings of the QLC+ functions. <br>When this property is unchecked, a channel will not fade, meaning that a fade transition from 20 to 200, will set the channel immediately to 200. <br>This is useful for example for Pan/Tilt channels of moving heads, where you want the motors to avoid fading but immediately go to the final value. |
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|**Behaviour**| Force the channel behaviour according to the [HTP](/basics/glossary-and-concepts#htp) and [LTP](/basics/glossary-and-concepts#ltp) rules. When changing the behaviour of a channel, the list will highlight in red, showing evidence that the channels has been modified. <br>**Note: Use this functionality only if you know what you're doing and fully understand how HTP and LTP work**|
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|**Behaviour**| Force the channel behaviour according to the [HTP](/basics/glossary-and-concepts#htp-highest-takes-precedence) and [LTP](/basics/glossary-and-concepts#ltp-latest-takes-precedence) rules. When changing the behaviour of a channel, the list will highlight in red, showing evidence that the channels has been modified. <br>**Note: Use this functionality only if you know what you're doing and fully understand how HTP and LTP work**|
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|**Modifier**| Channels modifiers are a powerful tool to modify the behaviour of a channel by acting at the end of the DMX value calculation, right before the [Grand Master](/basics/glossary-and-concepts#grand-master) modification. <br>By default all the channels will follow a linear rule, meaning that the original DMX value will be equal to the output DMX value. (0-0, 1-1, ... , 255-255) <br>When clicking on this button, the Channel Modifier Editor panel (described below) will be displayed. |
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The channel modifier editor is presented like this:
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On the right side of the window, a list of available modifier templates is displayed.
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Clicking on a template in the list, will show the curve preview on the left side of the window.
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However, a script with nothing more than an empty object does nothing, no matter how self-executing it might be. You must also declare some **properties** for the returned object so that QLC+ knows how to use the script and to show it to the user (you). So, you need to declare the following properties for the returned script object:
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***apiVersion:** The API version that the script follows. Currently, the accepted values are '1' or '2'.
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apiVersion 1 allows simple scripting and easier coding, while apiVersion 2 offers advanced features [described below](#apiv2).
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apiVersion 1 allows simple scripting and easier coding, while apiVersion 2 offers advanced features [described below](#api-version-2).
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Any other value will cause the script to be treated as invalid.
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***name:** The name of your script. This name appears in the pattern selection box in the [RGB Matrix Editor](../rgb-matrix-editor)
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***author:** The name of the person who has written the script. **You.**
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date: '04:48 22-08-2023'
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Whenever a [Fixture](/basics/glossary-and-concepts#fixture) needs to be selected, for example when adding fixtures to a [Scene](/basics/glossary-and-concepts#scene) function, the **Select Fixture(s)** dialog is used.
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Whenever a [Fixture](/basics/glossary-and-concepts#fixtures) needs to be selected, for example when adding fixtures to a [Scene](/basics/glossary-and-concepts#scene) function, the **Select Fixture(s)** dialog is used.
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The dialog is very straightforward; there is only a list of fixtures that you can select from. In some cases you are allowed to select multiple fixtures, for example, when adding fixtures to a [Scene](/basics/glossary-and-concepts#scene) or an [EFX](/basics/glossary-and-concepts#efx). In these cases, the order in which the fixtures are selected will also be the order in which they are added to their destination.
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When you add a track, a popup will ask you to select an existing function or to create a new one with a default name.
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When done, a new track will be created. All the sequences created on this track will act only on the associated Scene, not affecting any of the other tracks.
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A newly created track will be set automatically as active. An active track has a green light on the left hand side.
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A Track can be set to  mute and  solo states. The mute state will exclude the track from the playback, while the solo state will mute all the other tracks of the Show.
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A Track can be set to  mute and  solo states. The mute state will exclude the track from the playback, while the solo state will mute all the other tracks of the Show.
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When right clicking on a track, it is possible to move it up  or down  for logical ordering.
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Once selected, a track will display its [Scene Editor](/function-manager/scene-editor) on the bottom of the screen.
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#### 3. Add some [Functions](/basics/glossary-and-concepts#function)
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#### 3. Add some [Functions](/basics/glossary-and-concepts#functions)
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When a track has been activated, you can quickly add a [Sequence](/basics/glossary-and-concepts#sequence) or an [Audio](/basics/glossary-and-concepts#audio) function to it by pressing the toolbar buttons.
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Otherwise, by clicking on the  button, it is possible to import existing QLC+ Functions and add them to the Show timeline.
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