From Cycling '74 Wiki
Jump to: navigation, search

Contents online refpage

Using the object is used as a central hub for all OpenGL rendering in Max. This object, along with a jit.window or jit.pwindow to draw to, provides a context for other OpenGL objects. It regulates the drawing of each graphics frame, and some attributes can determine properties and behaviors of the OpenGL objects that are using it as a context. Tutorials Tips and Workarounds

  • To create a "fade" effect between rendered frames, you can set the alpha channel value of the @erase_color attribute. @erase_color uses four float values (0.-1.) as its arguments, red, green, blue, alpha.
  • Use the @camera attribute to set the visible frame in 3D space.
  • Some of's attributes can be inherited by other objects using the same context. This way you can set, say, lighting values on all objects in a "scene".
  • The 'screentoworld' and 'worldtoscreen' messages allow for conversion between "screen" coordinates and OpenGL "world" coordinates. This can be useful for using mouse clicks in a jit.window or jit.pwindow to affect things in the OpenGL world.
  • The first argument for a object is a 'context' name. In Max 6, f you do not provide this, it will auto-generate a name, creating an "implicit" context. This eliminates the need for typing in a context name for all* objects, instead using the patcher hierarchy to find the first available renderer. This makes for less typing and easier to build reusable* abstractions which are not dependent on a specifically named rendering context.

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

People who looked at/used this object also looked at....

Errors or Clarifications

(please list things that you believe to be errors or omissions from the existing refpage)