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 GL_SELECT (see glRenderMode). glSelectBuffer must be
issued before selection mode is enabled, and it must not be
issued while the rendering mode is GL_SELECT.
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.
To exit selection mode, call glRenderMode with an argument
other than GL_SELECT. Whenever glRenderMode is called while
the render mode is GL_SELECT, 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 negative hit record count is returned.
NOTES
The contents of buffer is undefined until glRenderMode is
called with an argument other than GL_SELECT.
glBegin/glEnd primitives and calls to glRasterPos can result
in hits.
ERRORS
GL_INVALID_VALUE is generated if size is negative.
GL_INVALID_OPERATION is generated if glSelectBuffer is
called while the render mode is GL_SELECT, or if
glRenderMode is called with argument GL_SELECT before
glSelectBuffer is called at least once.
GL_INVALID_OPERATION is generated if glSelectBuffer is
executed between the execution of glBegin and the
corresponding execution of glEnd.
ASSOCIATED GETS
glGet with argument GL_NAME_STACK_DEPTH
SEE ALSO
glFeedbackBuffer, glInitNames, glLoadName, glPushName,
glRenderMode