Map pixels by rack position
The display's map canvas shows one card per physical rack plus a wall-mount card for puck displays. Each rack card carries its LED strip as a row of pixel pucks and a shelf grid of the Printers that physically live in that rack. Pixel mapping uses the existing rack model: a Printer's rack, shelf, and position decide where its tile sits in the grid.
Before you map
- Define your racks with their shelf and position counts.
- Assign each Printer to its rack, shelf, and position in the Printer's settings.
- Pair the display and let its setup checklist report health and capabilities.
Assign a pixel to a Printer
- Open the display's map canvas.
- Grab a lit pixel puck on the strip. Every Printer tile in the farm becomes a dashed drop target.
- Drop the puck on the Printer tile at the same physical position to bind that pixel to that Printer.
- Repeat for each pixel. Every drop lands in the undo trail at the bottom of the screen; select a ↩ chip or Undo last to revert a drop. Esc cancels a drag in progress.
- To remove a binding, drop the puck on the
∅chip in the rack header. The pixel becomes an intentional blank and stays off.
Prove the physical position
- Select a puck to select the pixel.
- Select Identify. The physical pixel flashes so you can confirm which hardware the puck represents.
- When the strip order differs from the canvas order, correct the assignments or use the reverse-order control before you publish.
Save and publish
- Each puck drop saves the draft automatically. Draft edits do not change the live display.
- Open the display's Setup tab, Test and publish, run the setup test, record the confirmation, and select Publish draft.
Pixel mapping and profiles are independent. A mapping publish does not change the active profile, and a profile activation does not resend the pixel map. The editor does not present the two operations as one atomic activation.
Related: set up an MQTT status display, set up your first status display.