Importing OpenGl into a Max patch

    Apr 01 2009 | 6:41 pm
    I want to import an OpenGL example into a max patch. The only problem is that this OpenGL/Glut example (which is the "geoface", and comes with every OS of Mac), is in a folder with header and a tons of c files. Is there a way to load an entire OpenGL folder into a max patch, or anywhere i can copy/paste the code?
    Sorry i am new to Max.
    help is much appreciated!

    • Apr 03 2009 | 5:44 pm
      jitter is an application, not an IDE. if you want to develop your own opengl libraries, you can download the JitterSDK and post questions to the JitterDev forum.
      otherwise, your best bet is to dissect the opengl programs you are interested in, and figure out how to port that code to the jitter patching environment. is surely your friend in this case (as well as
    • Apr 04 2009 | 6:17 pm
      look at the object reference/help file, it takes alot of the raw gl messages, if you want you can try and send the gl messages from the applet you are referring to into, you may need to modify them to work in jitter, and you may have to port over other things like textures to, and the like..
    • Apr 05 2009 | 3:10 pm
      Thank you for your replies. Well, the GL example in it self is just too complicated... it uses Vertex arrays within 5 C files, and its very complicated to decode. I know some of the basics of OpenGl, but i am not big on C programming, and i actually have a hard time programming in C++. With this said, i think ill leave it to the experts... if anyone would have a crack at it, i would love to see it implemented in MAX. Its as mentioned earlier, the "Geoface" example as part of the OpenGL&Glut APIs.