Lua in Max
Certain tasks in Jitter can require complex sets of commands, data management, complex algorithms and conditional logic that are difficult to build and maintain in the Max patching environment. For these kinds of activities, a scripting language can often be a more flexible solution. The jit.gl.lua object embeds the Lua scripting language inside a Jitter OpenGL object. jit.gl.lua serves as both a general purpose Lua scripting object and a 3D graphics scripting object. It is very similar to the js object for JavaScript with the addition that OpenGL commands can be used directly.
Example Patches
See Also
Name | Description |
---|---|
jit.gl.lua Overview | jit.gl.lua Overview |
jit.gl.lua OpenGL Bindings | jit.gl.lua OpenGL Bindings |
jit.gl.lua OpenGL GLU Bindings | jit.gl.lua OpenGL GLU Bindings |
jit.gl.lua Color Bindings | jit.gl.lua Color Bindings |
jit.gl.lua Vector Math | jit.gl.lua Vector Math |
jit.gl.lua | Script OpenGL and Jitter with Lua. |
jit.gl.sketch | Use drawing commands with OpenGL |
jit.gl.render | Render Jitter OpenGL objects |