We already talked a bit about the format Jitter uses in the very first chapter: the Jitter matrix. Now, we'll take a look at Jitter and video/matrix processing in Max, and probably take a second look at what we talked about in the first chapter; don't get scared of planes, cells, and data formats. It's really logical and we will quickly revisit the concepts to get accustomed with them. But first of all, we'll try to get some input and output techniques going in order to get some tools to analyze what we are building.
In this chapter, we will cover the following topics:
Inputting and outputting Jitter data
Matrix processing and feedback/delay
Geometry manipulation and shaders