Forums > Jitter

jit.gl.lua beta 6 installation problems

September 4, 2008 | 2:59 am

Hi,

I downloaded jit.gl.lua Beta 6 (I’m on a Mac). I was surprised to find nothing I could identify as a Max object or as instructions. It looks like the only way to use it is to compile it? I only have fleeting experience with compiling. I launched max.jit.gl.lua.xcodeproj on my Intel-based MacBook Pro which launched XCode… which I’ve never used. Fingers crossed, I hit the Build button and got 16 errors and 20 warnings. (The first several errors lead me to believe that there’s some sort of file path that’s not set up right.) Tried the same thing on G5 PPC and got 2 errors.

So I guess it all boils down to these questions:

1) What do I have to do to get jit.gl.lua up and running?

2) Do I also have to download and install anything from Lua.org?

3) Is there any documentation to the jit.gl.lua implementation at all… or do I just use the generic Lua docs? If there are specific docs, how do I access them?

Thanks so much!

Jeffrey


September 4, 2008 | 3:10 am

Hi Jeff,
The build errors are probably due to your system not having the C74
SDK folders in the right place. If you haven’t done this kind of
thing before, it may seem arcane. My guess is that it couldn’t find
include files like jit.common.h etc.

Looks like I didn’t put any compiled binaries in the B6 download. I’l
take care of that tomorrow. In the meantime, download 4.1 and you
should be good to go.
thanks,
wes

On Wed, Sep 3, 2008 at 7:59 PM, Jeff Burger wrote:
>
> Hi,
>
> I downloaded jit.gl.lua Beta 6 (I’m on a Mac). I was surprised to find nothing I could identify as a Max object or as instructions. It looks like the only way to use it is to compile it? I only have fleeting experience with compiling. I launched max.jit.gl.lua.xcodeproj on my Intel-based MacBook Pro which launched XCode… which I’ve never used. Fingers crossed, I hit the Build button and got 16 errors and 20 warnings. (The first several errors lead me to believe that there’s some sort of file path that’s not set up right.) Tried the same thing on G5 PPC and got 2 errors.
>
> So I guess it all boils down to these questions:
>
> 1) What do I have to do to get jit.gl.lua up and running?
>
> 2) Do I also have to download and install anything from Lua.org?
>
> 3) Is there any documentation to the jit.gl.lua implementation at all… or do I just use the generic Lua docs? If there are specific docs, how do I access them?
>
> Thanks so much!
>
> Jeffrey
> –
> http://www.jeffreypaulburger.com
> http://www.jpburger.com
>



f
September 4, 2008 | 3:22 am

hello,
i like jit.gl.lua a lot. been using 4.1 under max4 for a while now
but before i write too much code, would you care to comment on its
future? do you plan to continue to update/support it? will scripts
be compatible with jitter2? or will luaAV take over? (btw the svn
checkout has been broken for a while).
curious,
_f

4 sep 2008 kl. 12.10 skrev Wesley Smith:

> Hi Jeff,
> The build errors are probably due to your system not having the C74
> SDK folders in the right place. If you haven’t done this kind of
> thing before, it may seem arcane. My guess is that it couldn’t find
> include files like jit.common.h etc.
>
> Looks like I didn’t put any compiled binaries in the B6 download. I’l
> take care of that tomorrow. In the meantime, download 4.1 and you
> should be good to go.
> thanks,
> wes
>
> On Wed, Sep 3, 2008 at 7:59 PM, Jeff Burger wrote:
>>
>> Hi,
>>
>> I downloaded jit.gl.lua Beta 6 (I’m on a Mac). I was surprised to
>> find nothing I could identify as a Max object or as instructions.
>> It looks like the only way to use it is to compile it? I only have
>> fleeting experience with compiling. I launched
>> max.jit.gl.lua.xcodeproj on my Intel-based MacBook Pro which
>> launched XCode… which I’ve never used. Fingers crossed, I hit
>> the Build button and got 16 errors and 20 warnings. (The first
>> several errors lead me to believe that there’s some sort of file
>> path that’s not set up right.) Tried the same thing on G5 PPC and
>> got 2 errors.
>>
>> So I guess it all boils down to these questions:
>>
>> 1) What do I have to do to get jit.gl.lua up and running?
>>
>> 2) Do I also have to download and install anything from Lua.org?
>>
>> 3) Is there any documentation to the jit.gl.lua implementation at
>> all… or do I just use the generic Lua docs? If there are
>> specific docs, how do I access them?
>>
>> Thanks so much!
>>
>> Jeffrey

#|
fredrikolofsson.com klippav.org musicalfieldsforever.com
|#


September 4, 2008 | 3:43 am

> i like jit.gl.lua a lot. been using 4.1 under max4 for a while now but
> before i write too much code, would you care to comment on its future? do
> you plan to continue to update/support it? will scripts be compatible with
> jitter2?

Hi yes,
I didn’t announce it when I updated my share page, but jit.gl.lua is
now open sourced and will continue to be maintained. The beta6 build,
which I’m going to update tomorrow, has a few bug fixes and added some
niceties like better error reporting. If anyone has any patches to
make or code suggestions, I will act as the maintainer and fold those
in to the source for release. The way I see things now, unless anyone
has serious bugs to report, jit.gl.lua is stable and I don’t foresee
any big changes being made to it with the one caveat of possibly
adding obex scripting support but this is a lower priority than other
tasks at hand as the object is primarily for OpenGL 3D and not patcher
scripting like JS. Current scripts will most definitely be compatible
with future versions of Jitter with no changes needing to be made.
The Jitter object model and current object set/API will continue to
exist in Jitter2 and future versions, ensuring this compatibility.

> or will luaAV take over? (btw the svn checkout has been broken
> for a while).

LuaAV is a totally separate project that is part of my phd research
and exists independently of jit.gl.lua. Thanks for the heads up about
svn. I’ll look into it. I’m not using the anonymous svn access, so I
might not catch it if that part goes down for whatever reason. In the
future, you can send me a message about this offline or via the
mailing list at http://sonic.mat.ucsb.edu/mailman/listinfo/lua-av .

cheers,
wes



f
September 4, 2008 | 7:02 am

great. thank you Wesley, this is very reassuring to hear. it looked
a bit like you’d abandoned jit.gl.lua, put up the source there in
current state and gone off to do luaAV.
but i’ll worry no longer.
cheers,
_f

4 sep 2008 kl. 12.43 skrev Wesley Smith:

>> i like jit.gl.lua a lot. been using 4.1 under max4 for a while
>> now but
>> before i write too much code, would you care to comment on its
>> future? do
>> you plan to continue to update/support it? will scripts be
>> compatible with
>> jitter2?
>
> Hi yes,
> I didn’t announce it when I updated my share page, but jit.gl.lua is
> now open sourced and will continue to be maintained. The beta6 build,
> which I’m going to update tomorrow, has a few bug fixes and added some
> niceties like better error reporting. If anyone has any patches to
> make or code suggestions, I will act as the maintainer and fold those
> in to the source for release. The way I see things now, unless anyone
> has serious bugs to report, jit.gl.lua is stable and I don’t foresee
> any big changes being made to it with the one caveat of possibly
> adding obex scripting support but this is a lower priority than other
> tasks at hand as the object is primarily for OpenGL 3D and not patcher
> scripting like JS. Current scripts will most definitely be compatible
> with future versions of Jitter with no changes needing to be made.
> The Jitter object model and current object set/API will continue to
> exist in Jitter2 and future versions, ensuring this compatibility.
>
>
>
>> or will luaAV take over? (btw the svn checkout has been broken
>> for a while).
>
> LuaAV is a totally separate project that is part of my phd research
> and exists independently of jit.gl.lua. Thanks for the heads up about
> svn. I’ll look into it. I’m not using the anonymous svn access, so I
> might not catch it if that part goes down for whatever reason. In the
> future, you can send me a message about this offline or via the
> mailing list at http://sonic.mat.ucsb.edu/mailman/listinfo/lua-av .
>
> cheers,
> wes

#|
fredrikolofsson.com klippav.org musicalfieldsforever.com
|#


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