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Selection doesn't work in my project!!

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Hi Everybody, Whatever I do, I can not make selection work in my project. Following are my selection routines. Whatever I do it always returns zero in “hits” !! Does any body have any thoughts on this? What did I do wrong? I really appreciate any help. Thank you! On the mouse left button click I do the following code:
    startPicking(point.x, point.y);
    renderInSelectionMode(point.x, point.y);
    stopPicking();
Here are the rest of routines:
void startPicking(int cursorX, int cursorY) 
{

	GLint viewport[4];
	

	glSelectBuffer(BUFSIZE,selectBuf);
	glRenderMode(GL_SELECT);
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();

	glGetIntegerv(GL_VIEWPORT,viewport);
	gluPickMatrix(cursorX,viewport[3]-cursorY,
			10,10,viewport);
	glFrustum(FrustumLeft, FrustumRight, FrustumBottom, FrustumTop, ZNear, ZFar);
	gluLookAt(ViewVector[0], ViewVector[1], ViewVector[2],
                  CenterVector[0], CenterVector[1], CenterVector[2]
                  , UpVector[0], UpVector[1], UpVector[2]);
	glMatrixMode(GL_MODELVIEW);
}

void stopPicking() {

	int hits;
	
	// restoring the original projection matrix
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glFlush();
	
	// returning to normal rendering mode
	hits = glRenderMode(GL_RENDER);
	
	// if there are hits process them
	if (hits != 0){
		MessageBox(NULL, "Here we are man", "Ali", MB_OK);
		processHits(hits,selectBuf);
	}
	else  // I always end up here:((
		if (pointx>0 && pointy>0){
			char bufferman[200];
		    sprintf(bufferman, "Oh Oh!!!, pointx = %d, pointy = %d", pointx, Viewport[3] -pointy);
			MessageBox(NULL, bufferman, "Ali", MB_OK);
		}

	
}

void processHits (GLint hits, GLuint buffer[])
{
   unsigned int i, j;
   GLuint names, *ptr, minZ,*ptrNames, numberOfNames;

   //printf ("hits = %d\n", hits);
   ptr = (GLuint *) buffer;
   minZ = 0xffffffff;
   for (i = 0; i < hits; i++) {	
      names = *ptr;
	  ptr++;
	  if (*ptr < minZ) {
		  numberOfNames = names;
		  minZ = *ptr;
		  ptrNames = ptr+2;
	  }
	  
	  ptr += names+2;
   }
   char buffer22[200];
  
   ptr = ptrNames;
   for (j = 0; j < numberOfNames; j++,ptr++) {
	  sprintf (buffer22, "The closest hit names are =%d", *ptr);
      MessageBox(NULL, buffer22, "Ali", MB_OK);
   } 
   
}


void renderInSelectionMode()
{
// I only draw lines with different thickness 
   glInitNames();
   glPushName(0);
	
   if(NumberOfLines>0){
      glEnable(GL_LINE_STIPPLE);
      for(int Select_i=0; Select_i<UsedSMObjects; Select_i++)
         if (Layer[pSMObjects[Select_i].LayerNumber].Visible && pSMObjects[Select_i].IsObjectVisible){
   	    if((pSMObjects[Select_i].ObjectType==OBJECTTYPE_LINE)&&(pSMObjects[Select_i].TotalVertex3D>3)){
 	       glLoadName(Select_i+1);
	       GLfloat myColorVertex2[4], myVertexes2[3];
               glLineStipple(1, pSMObjects[Select_i].LinePattern);
	       for (long myCounter2= 0; myCounter2 < pSMObjects[Select_i].TotalVertex3D-3; myCounter2 = myCounter2 + 6){
		   if (myCounter2 >= pSMObjects[Select_i].TotalVertex3D-3)
			MessageBox(NULL, "Error occured", "Ali", MB_OK);
		   long myDColorindex2=(myCounter2/3)*4;
		   glLineWidth(pSMObjects[Select_i].LineThickness[myCounter2/6]);					
		   glBegin(GL_LINES);
		   myVertexes2[0] = pSMObjects[Select_i].pVertex3D[myCounter2];
		   myVertexes2[1] = pSMObjects[Select_i].pVertex3D[myCounter2+1];
		   myVertexes2[2] = pSMObjects[Select_i].pVertex3D[myCounter2+2];
		   glVertex3fv(myVertexes2);

		   myVertexes2[0] = pSMObjects[Select_i].pVertex3D[myCounter2+3];
		   myVertexes2[1] = pSMObjects[Select_i].pVertex3D[myCounter2+4];
		   myVertexes2[2] = pSMObjects[Select_i].pVertex3D[myCounter2+5];

		   glVertex3fv(myVertexes2); 
		   glEnd(); 
               }
            }
         }
   glDisable(GL_LINE_STIPPLE);
   }
} 

[Edited by - alimarandi on November 12, 2004 5:26:35 PM]

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