 constructor, but the differences worth noting are that you should pass your first normal argument, which is the rendering destination, on to your Jitter OB3D constructor, and create a second outlet for matrix output, attached to your object's OB3D data. For your destructor, there is nothing additional you need to do for OB3D. The jit.gl.simple Max class' constructor and destructor are provided as examples.</p>
<div class="fragment"><div class="line"><span class="keywordtype">void</span> *max_jit_gl_simple_