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Here are a few utilities to help with using OpenGL in Max 5. tml.gl.maxhelp links to most (if not all) the related help files. The most useful object is tml.gl.expr. To work around limitations of Max 5, take note of the following: * Use tml.gl.float16 instead of jit.gl.texture. This will ensure that operations done with other objects happen on 16bit or 32bit textures. At the moment, this is hard-coded to 32bit textures as 16bit is too buggy in Max. * tml.gl.expr generates files with random names when no name for a shader is provided. This is since Max 5 needs a glsl and jxs file to exist on disk. I explored alternatives, but none were usable. * Deleting patch lines some times does not clear the texture binding on the slab object. To see how your GL application works (without any residue from previous runs) quit and re-open max. * The generated GLSL files from tml.gl.expr and the associated jxs file can be used as fragment shaders with jit.gl objects.
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OpenGL simplifications and expressions (similar to jit.expr) for Max 5 + Jitter.
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