<?xml version="1.0" encoding="utf-8" standalone="yes"?>

<?xml-stylesheet href="./_c74_ref.xsl" type="text/xsl"?>

<!--This is an automatically generated file. DO NOT EDIT THIS FILE DIRECTLY. Rather, use the _ref.xml files found in the 'edits' folder.-->
<c74object name="jit.gl.lua" module="jit" category="Jitter OpenGL">
	<digest>
		Script OpenGL and Jitter with Lua.
	</digest>
	<description>
		<o>jit.gl.lua</o> provides and interface to both OpenGL and Jitter through the Lua scripting language. <o>jit.gl.lua</o> is similar to the <o>js</o> object for JavaScript.
	</description>
	<!--METADATA-->
	<metadatalist>
		<metadata name="author">
			Cycling '74
		</metadata>
		<metadata name="tag">
			Jitter
		</metadata>
	</metadatalist>
	<!--INLETS-->
	<inletlist>
		<inlet id="0" type="INLET_TYPE">
			<digest>
				messages to this 3d object
			</digest>
			<description>
				TEXT_HERE
			</description>
		</inlet>
		<inlet id="1" type="INLET_TYPE">
			<digest>
			</digest>
			<description>
				TEXT_HERE
			</description>
		</inlet>
	</inletlist>
	<!--OUTLETS-->
	<outletlist>
		<outlet id="0" type="OUTLET_TYPE">
			<digest>
				script outlet
			</digest>
			<description>
				TEXT_HERE
			</description>
		</outlet>
		<outlet id="1" type="OUTLET_TYPE">
			<digest>
				matrix output if enabled
			</digest>
			<description>
				TEXT_HERE
			</description>
		</outlet>
	</outletlist>
	<!--OB3D-->
	<OB3D />
	<!--MESSAGES-->
	<methodlist>
		<method name="int">
			<arglist />
			<digest>
				Send an int to the msg_int function.
			</digest>
			<description>
				Send an int to the msg_int function.
			</description>
		</method>
		<method name="float">
			<arglist />
			<digest>
				Send an int to the msg_float function.
			</digest>
			<description>
				Send an int to the msg_float function.
			</description>
		</method>
		<method name="list">
			<arglist />
			<digest>
				Send an int to the msg_list function.
			</digest>
			<description>
				Send an int to the msg_list function.
			</description>
		</method>
		<method name="anything">
			<arglist />
			<digest>
				Call a function with arbitrary arguments.
			</digest>
			<description>
				Call a function with arbitrary arguments.
			</description>
		</method>
		<method name="call">
			<arglist />
			<digest>
				Explicitly call a function with arbitrary arguments.
			</digest>
			<description>
				Explicitly call a function with arbitrary arguments.
			</description>
		</method>
		<method name="closebang">
			<arglist />
			<digest>
				TEXT_HERE
			</digest>
			<description>
				TEXT_HERE
			</description>
		</method>
		<method name="(mouse)">
			<digest>
				Double-click to open Lua editing window
			</digest>
			<description>
				TEXT_HERE
			</description>
		</method>
		<method name="loadbang">
			<arglist />
			<digest>
				Called on patcher load
			</digest>
			<description>
				When the loadbang message is triggered, <o>jit.gl.lua</o> will look for a loadbang() function in the currently running Lua script and call it.
			</description>
		</method>
		<method name="open">
			<arglist />
			<digest>
				Open a window for Lua editing
			</digest>
			<description>
				Opens the text window where the object's Lua source file can be edited.
			</description>
		</method>
		<method name="read">
			<arglist />
			<digest>
				Read a Lua script
			</digest>
			<description>
				TEXT_HERE
			</description>
		</method>
		<method name="wclose">
			<arglist />
			<digest>
				Close the editing window
			</digest>
			<description>
				Closes the text window where the object's Lua source file is edited.
			</description>
		</method>
	</methodlist>
	<jittermethodlist>
		<jittermethod name="bang" />
		<jittermethod name="anim_grow" />
		<jittermethod name="anim_move" />
		<jittermethod name="anim_reset" />
		<jittermethod name="anim_turn" />
		<jittermethod name="draw" />
		<jittermethod name="drawimmediate" />
		<jittermethod name="drawraw" />
		<jittermethod name="export_material" />
		<jittermethod name="exportattrs" />
		<jittermethod name="exportsummary" />
		<jittermethod name="getattributes" />
		<jittermethod name="getstate" />
		<jittermethod name="import_material" />
		<jittermethod name="jit_gl_texture" />
		<jittermethod name="importattrs" />
		<jittermethod name="summary" />
		<jittermethod name="update_node" />
	</jittermethodlist>
	<!--ATTRIBUTES-->
	<attributelist>
		<attribute name="args" get="1" set="1" type="atom" size="16">
			<digest>
				Script arguments
			</digest>
			<description>
				any symbols or numbers can be entered that will be assigned to the Lua variable 'args'. args[1] is the first typed-in argument.
			</description>
			<attributelist>
				<attribute name="label" get="1" set="1" type="symbol" size="1" value="Args" />
			</attributelist>
		</attribute>
		<attribute name="autowatch" get="1" set="1" type="int" size="1">
			<digest>
				Enable autowatching of the loaded script file.
			</digest>
			<description>
				Enable autowatching of the loaded script file.
			</description>
			<attributelist>
				<attribute name="basic" get="1" set="1" type="int" size="1" value="1" />
				<attribute name="label" get="1" set="1" type="symbol" size="1" value="Autowatch" />
			</attributelist>
		</attribute>
		<attribute name="file" get="1" set="1" type="symbol" size="1">
			<digest>
				The file to load.
			</digest>
			<description>
				The file to load.
			</description>
			<attributelist>
				<attribute name="basic" get="1" set="1" type="int" size="1" value="1" />
				<attribute name="label" get="1" set="1" type="symbol" size="1" value="File" />
			</attributelist>
		</attribute>
		<attribute name="gc" get="1" set="1" type="int" size="1">
			<digest>
				Garbage collection flag.
			</digest>
			<description>
				Garbage collection flag.
			</description>
			<attributelist>
				<attribute name="label" get="1" set="1" type="symbol" size="1" value="GC" />
			</attributelist>
		</attribute>
		<attribute name="inlets" get="1" set="1" type="int" size="1">
			<digest>
				The number of inlets.
			</digest>
			<description>
				The number of inlets.
			</description>
			<attributelist>
				<attribute name="label" get="1" set="1" type="symbol" size="1" value="Inlets" />
			</attributelist>
		</attribute>
		<attribute name="last_inlet" get="1" set="0" type="int" size="1">
			<digest>
				The index of the last inlet used.
			</digest>
			<description>
				With scripts with multiple inlets, this attribute tracks what inlet was last used by an incoming message, enabling scripts to generate different behavior depending on what inlet a message is sent to.
			</description>
			<attributelist>
				<attribute name="label" get="1" set="1" type="symbol" size="1" value="Last Inlet" />
			</attributelist>
		</attribute>
		<attribute name="matrixoutput" get="1" set="1" type="int" size="1">
			<digest>
				Matrix Output
			</digest>
			<description>
				TEXT_HERE
			</description>
			<attributelist>
				<attribute name="enumvals" get="1" set="1" type="atom" size="3">
					<enumlist>
						<enum name="Off">
							<digest>
								TEXT_HERE
							</digest>
							<description>
								TEXT_HERE
							</description>
						</enum>
						<enum name="On">
							<digest>
								TEXT_HERE
							</digest>
							<description>
								TEXT_HERE
							</description>
						</enum>
						<enum name="On With Transform">
							<digest>
								TEXT_HERE
							</digest>
							<description>
								TEXT_HERE
							</description>
						</enum>
					</enumlist>
				</attribute>
				<attribute name="label" get="1" set="1" type="symbol" size="1" value="Matrix Output" />
				<attribute name="style" get="1" set="1" type="symbol" size="1" value="enumindex" />
			</attributelist>
		</attribute>
		<attribute name="outlets" get="1" set="1" type="int" size="1">
			<digest>
				The number of outlets.
			</digest>
			<description>
				The number of outlets.
			</description>
			<attributelist>
				<attribute name="label" get="1" set="1" type="symbol" size="1" value="Outlets" />
			</attributelist>
		</attribute>
		<attribute name="path" get="1" set="0" type="symbol" size="1">
			<digest>
				The path of the loaded script.
			</digest>
			<description>
				The path of the loaded script.
			</description>
			<attributelist>
				<attribute name="label" get="1" set="1" type="symbol" size="1" value="Path" />
			</attributelist>
		</attribute>
	</attributelist>
	<jitterattributelist>
		<jitterattribute name="anchor" />
		<jitterattribute name="anim" />
		<jitterattribute name="animmode" />
		<jitterattribute name="antialias" />
		<jitterattribute name="auto_material" />
		<jitterattribute name="automatic" />
		<jitterattribute name="aux_color" />
		<jitterattribute name="axes" />
		<jitterattribute name="blend" />
		<jitterattribute name="blend_enable" />
		<jitterattribute name="blend_mode" />
		<jitterattribute name="boundcalc" />
		<jitterattribute name="bounds" />
		<jitterattribute name="capture" />
		<jitterattribute name="color" />
		<jitterattribute name="cull_face" />
		<jitterattribute name="depth_clear" />
		<jitterattribute name="depth_enable" />
		<jitterattribute name="depth_write" />
		<jitterattribute name="dest_dim" />
		<jitterattribute name="drawbounds" />
		<jitterattribute name="drawto" />
		<jitterattribute name="enable" />
		<jitterattribute name="filterclass" />
		<jitterattribute name="fog" />
		<jitterattribute name="fog_color" />
		<jitterattribute name="fog_density" />
		<jitterattribute name="fog_params" />
		<jitterattribute name="fog_range" />
		<jitterattribute name="gl_color" />
		<jitterattribute name="inherit_all" />
		<jitterattribute name="inherit_color" />
		<jitterattribute name="inherit_depth" />
		<jitterattribute name="inherit_fog" />
		<jitterattribute name="inherit_material" />
		<jitterattribute name="inherit_poly" />
		<jitterattribute name="inherit_texture" />
		<jitterattribute name="inherit_transform" />
		<jitterattribute name="layer" />
		<jitterattribute name="lighting_enable" />
		<jitterattribute name="line_width" />
		<jitterattribute name="mat_ambient" />
		<jitterattribute name="mat_diffuse" />
		<jitterattribute name="mat_emission" />
		<jitterattribute name="mat_specular" />
		<jitterattribute name="material" />
		<jitterattribute name="matfile" />
		<jitterattribute name="name" />
		<jitterattribute name="point_size" />
		<jitterattribute name="poly_mode" />
		<jitterattribute name="position" />
		<jitterattribute name="quat" />
		<jitterattribute name="rotate" />
		<jitterattribute name="rotatexyz" />
		<jitterattribute name="scale" />
		<jitterattribute name="shader" />
		<jitterattribute name="shadow_caster" />
		<jitterattribute name="shininess" />
		<jitterattribute name="smooth_shading" />
		<jitterattribute name="tex_map" />
		<jitterattribute name="tex_plane_s" />
		<jitterattribute name="tex_plane_t" />
		<jitterattribute name="texanchor" />
		<jitterattribute name="texrotate" />
		<jitterattribute name="texture" />
		<jitterattribute name="texzoom" />
		<jitterattribute name="transform_reset" />
		<jitterattribute name="two_sided" />
		<jitterattribute name="viewalign" />
	</jitterattributelist>
	<!--EXAMPLE-->
	<examplelist>
		<example img="jit.gl.lua.png" />
	</examplelist>
	<!--SEEALSO-->
	<seealsolist>
		<seealso name="js" />
		<seealso name="jit.gl.sketch" />
		<seealso module="lua" name="jit_gl_lua_overview" type="vignette" />
		<seealso module="lua" name="jit_gl_lua_opengl_bindings" type="vignette" />
		<seealso module="lua" name="jit_gl_lua_color_bindings" type="vignette" />
		<seealso module="lua" name="jit_gl_lua_vector_math" type="vignette" />
	</seealsolist>
	<discussion>
		This object requires one argument: the name of a drawing context. A named drawing context is a named instance of a <o>jit.window</o>, <o>jit.pwindow</o>, or <o>jit.matrix</o> object that has an instance of the <o>jit.gl.render</o> object associated with it. Additionally it can reference the name of a <o>jit.gl.node</o> sub-context. This value may also be set via the OB3D <at>drawto</at> attribute. If no argument is present, the object is implicitly added to the first valid drawing context or sub-context found in the current patch or by searching up the patcher hierarchy.
	</discussion>
</c74object>
