I would suggest to look at Wesley Smiths jit.gl.lua, which uses glua
language to control openGL, might prove more flexible than using
jit.gl.sketch in the long run.
On Apr 3, 2007, at 11:10 AM, Bruno Zamborlin wrote:
> Dear all,
> I’m going to start a new project, a 3D videogame based on OpenGL.
> And I’m looking for limitations that Jitter could have in
> comparison with standard C/C++ OpenGL project.
> I’m reading on page 352 of the JitterTutorial manual, talking about
> jit.gl.sketch, that:
> "Converting between OpenGL code as given in the
> "Redbook" and elsewhere (in the C programming language)
> and messages to jit.gl.sketch is reasonably straightforward(…)"
> What I would like to know is: all the (about) 250 OpenGL methods
> are available for jit.gl.sketch?
> Thank you very much
> – http://www.brunozamborlin.com –
> – http://www.myspace.com/brunozamborlin