fglselectbuffer man page on IRIX

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fglSelectBuffer(3G)	       OpenGL Reference		   fglSelectBuffer(3G)

NAME
     fglSelectBuffer - establish a buffer for selection mode values

FORTRAN SPECIFICATION
     SUBROUTINE fglSelectBuffer( INTEGER*4 size,
				 CHARACTER*8 buffer )

PARAMETERS
     size    Specifies the size of buffer.

     buffer  Returns the selection data.

DESCRIPTION
     fglSelectBuffer 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 fglInitNames, fglLoadName,
     fglPushName) when the rendering mode is GL_SELECT (see fglRenderMode).
     fglSelectBuffer 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 fglRenderMode is called, a hit record is copied to buffer
     if any hits have occurred since the last such event (name stack change or
     fglRenderMode 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.

									Page 1

fglSelectBuffer(3G)	       OpenGL Reference		   fglSelectBuffer(3G)

     To exit selection mode, call fglRenderMode with an argument other than
     GL_SELECT.	 Whenever fglRenderMode 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 fglRenderMode
     was called, a negative hit record count is returned.

NOTES
     The contents of buffer is undefined until fglRenderMode is called with an
     argument other than GL_SELECT.

     fglBegin/fglEnd primitives and calls to fglRasterPos can result in hits.

ERRORS
     GL_INVALID_VALUE is generated if size is negative.

     GL_INVALID_OPERATION is generated if fglSelectBuffer is called while the
     render mode is GL_SELECT, or if fglRenderMode is called with argument
     GL_SELECT before fglSelectBuffer is called at least once.

     GL_INVALID_OPERATION is generated if fglSelectBuffer is executed between
     the execution of fglBegin and the corresponding execution of fglEnd.

ASSOCIATED GETS
     fglGet with argument GL_NAME_STACK_DEPTH
     fglGet with argument GL_SELECTION_BUFFER_SIZE
     fglGetPointerv with argument GL_SELECTION_BUFFER_POINTER

SEE ALSO
     fglFeedbackBuffer, fglInitNames, fglLoadName, fglPushName, fglRenderMode

									Page 2

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