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glSelectBuffer(3G)             OpenGL Reference             glSelectBuffer(3G)



NAME
     glSelectBuffer - establish a buffer for selection mode values


C SPECIFICATION
     void glSelectBuffer( GLsizei size,
                          GLuint *buffer )


PARAMETERS
     size    Specifies the size of buffer.

     buffer  Returns the selection data.

DESCRIPTION
     glSelectBuffer has two arguments:  buffer is a pointer to an array of
     unsigned integers, and size indicates the size of the array.  buffer
     returns values from the name stack (see glInitNames, glLoadName,
     glPushName) when the rendering mode is GLSELECT (see glRenderMode).
     glSelectBuffer must be issued before selection mode is enabled, and it
     must not be issued while the rendering mode is GLSELECT.

     A programmer can use selection to determine which primitives are drawn
     into some region of a window.  The region is defined by the current
     modelview and perspective matrices.

     In selection mode, no pixel fragments are produced from rasterization.
     Instead, if a primitive or a raster position intersects the clipping
     volume defined by the viewing frustum and the user-defined clipping
     planes, this primitive causes a selection hit.  (With polygons, no hit
     occurs if the polygon is culled.)  When a change is made to the name
     stack, or when glRenderMode is called, a hit record is copied to buffer
     if any hits have occurred since the last such event (name stack change or
     glRenderMode call).  The hit record consists of the number of names in
     the name stack at the time of the event, followed by the minimum and
     maximum depth values of all vertices that hit since the previous event,
     followed by the name stack contents, bottom name first.

     Depth values (which are in the range [0,1]) are multiplied by 2^32 - 1,
     before being placed in the hit record.

     An internal index into buffer is reset to 0 whenever selection mode is
     entered.  Each time a hit record is copied into buffer, the index is
     incremented to point to the cell just past the end of the block of names
     - that is, to the next available cell.  If the hit record is larger than
     the number of remaining locations in buffer, as much data as can fit is
     copied, and the overflow flag is set.  If the name stack is empty when a
     hit record is copied, that record consists of 0 followed by the minimum
     and maximum depth values.






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glSelectBuffer(3G)             OpenGL Reference             glSelectBuffer(3G)



     To exit selection mode, call glRenderMode with an argument other than
     GLSELECT.  Whenever glRenderMode is called while the render mode is
     GLSELECT, it returns the number of hit records copied to buffer, resets
     the overflow flag and the selection buffer pointer, and initializes the
     name stack to be empty.  If the overflow bit was set when glRenderMode
     was called, a -1 is returned.

NOTES
     The contents of buffer is undefined until glRenderMode is called with an
     argument other than GLSELECT.

     glBegin/glEnd primitives and calls to glRasterPos can result in hits.

ERRORS
     GLINVALIDVALUE is generated if size is negative.

     GLINVALIDOPERATION is generated if glSelectBuffer is called while the
     render mode is GLSELECT, or if glRenderMode is called with argument
     GLSELECT before glSelectBuffer is called at least once.

     GLINVALIDOPERATION is generated if glSelectBuffer is executed between
     the execution of glBegin and the corresponding execution of glEnd.

ASSOCIATED GETS
     glGet with argument GLNAMESTACKDEPTH

SEE ALSO
     glFeedbackBuffer, glInitNames, glLoadName, glPushName, glRenderMode



























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