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Jabba

Picking :first call failed,then all the rest are working!

3 posts in this topic

Why is that?Here is the actual code
  
	GLuint selectBuff[64];
	GLint hits, viewport[4];
	long model_pick=-1;
	// Select buffer parameters

	glDisable(GL_LIGHTING);

  
	glRenderMode(GL_SELECT);
	// Enter to selection mode

	glSelectBuffer(64, selectBuff);
	glGetIntegerv(GL_VIEWPORT, viewport);
	glInitNames();
	glPushName(0);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	// Set-up pick matrix

	gluPickMatrix(x, DispSettings.Height-y, 2, 2, viewport);
	// Set our perpective transformation matrix

	gluPerspective(fCameraYAngle, fXYrap, 0.5,8000);

	
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();


	/* Set up the camera at (CameraPos.x, CameraPos.y, CameraPos.z) looking along vector (CameraLookAt.x, CameraLookAt.y, CameraLookAt.z).*/
	gluLookAt (CameraPos.x, CameraPos.y, CameraPos.z, CameraPos.x+CameraLookAt.x,CameraPos.y+CameraLookAt.y, CameraPos.z+CameraLookAt.z, 0.0, 1.0, 0.0);


	double dist=Dist((double)0,(double)0,(double)CameraLookAt.x,(double)CameraLookAt.z);
	double sina,cosa;
	double difx,difz;
	long nSide;
	if(dist==0)
	{
		sina=0;
		cosa=1;
	}
	else
	{
		sina=CameraLookAt.z/dist;
		cosa=CameraLookAt.x/dist;
	}
	// Render all scene and fill selection buffer

	long i,j;
	i=TotalView.m_nLists-2;
	long nTrgToRender=TotalView.m_pnTrgToRender[i];

	Cf3dSplitColorTrg * pTrgToRender=TotalView.m_ppTrgToRender[i];
	for(j=0;j<nTrgToRender;j++)
	{
		glLoadName(j);
		nSide=(pTrgToRender[j].p[2].z-pTrgToRender[j].p[0].z)/2;
		difx=nSide*sina;
		difz=nSide*cosa;
		RenderBlbTriangle(&pTrgToRender[j],difx,difz,nSide);			
	}
	// Get hits and go back to normal rendering

	hits = glRenderMode(GL_RENDER);

	// Get first model, in selection buffer stack

	if(hits > 0) 
		model_pick = selectBuff[3];
	
	if(bLighting) 
		glEnable(GL_LIGHTING);
    //glPopMatrix ();

	return model_pick;
  
Thanks, Jabba The Truth Is Not To Be Spoken In A Loud Voice
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You might want to try swapping the buffers before you check for hits. If you are double buffered that is.
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Two things:
1) (most likely) you need to glPushName(something) to initialize the name stack. Otherwise, your name stack has size zero, and you won''t be able to read it.

2) Your selection buffer size is too small.
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