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Index for Section 3G |
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glSelectBuffer(3G)
NAME
glSelectBuffer - establish a buffer for selection mode values
SYNOPSIS
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 option 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 option 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
glGet() with argument GL_SELECTION_BUFFER_SIZE
glGetPointerv() with argument GL_SELECTION_BUFFER_POINTER
SEE ALSO
glFeedbackBuffer(3), glInitNames(3), glLoadName(3), glPushName(3),
glRenderMode(3)
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Index for Section 3G |
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Alphabetical listing for G |
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Top of page |
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