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Contents online refpage

Using the object

The object allows you to define an OpenGL view. The view can either be directly rendered to an OpenGL drawing context or can be captured to a texture for further use. Tutorials

Jitter Tutorial 32: Camera View gives a good introduction to working with cameras in Jitter. The tutorial uses the default camera associated with, but the information applies to as well. Tips and Workarounds

With the help of, it is easy to use multiple objects to view an OpenGL scene from multiple perspectives at once. In addition to multiple viewing positions and angles, each camera can have unique attributes for how it views the scene, such as field of view and clipping planes.

This patch uses four cameras to view all sides of a simple environment rendered to a, then passes each cameras view out to be rendered on separate video planes:

-- Pasted Max Patch, click to expand. --

You can find several interesting patches that make use of in the example patches included with Max:

  • ./examples/jitter-examples/render/anim/ - uses to have the camera follow a user controllable character around.
  • ./examples/jitter-examples/render/camera.node.examples/ - shows how you can use to create direct feedback.
  • ./examples/jitter-examples/render/camera.node.examples/camera.node.mixing.views.maxpat - uses two cameras with to mix two different views of a scene into one final output.
  • ./examples/jitter-examples/render/camera.node.examples/camera.viewport.maxpat - similar to the above multi-camera example, but uses viewports to segment the final output, bypassing the node and textured videoplanes.
  • ./examples/jitter-examples/render/camera/camera.capture.maxpat - another example of using feedback based on the camera.

Third-Party Max externals similar to the object listing for the object

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Errors or Clarifications

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