Name
gl.PushName -- push the name stack
Synopsis
gl.PushName(name)
Function
The name stack is used during selection mode to allow sets of rendering commands to be uniquely identified. It consists of an ordered set of unsigned integers and is initially empty.

gl.PushName() causes name to be pushed onto the name stack.

The maximum name stack depth is implementation-dependent; call #GL_MAX_NAME_STACK_DEPTH to find out the value for a particular implementation. It is an error to push a name onto a full stack. It is also an error to manipulate the name stack between the execution of gl.Begin() and the corresponding execution of gl.End(). In any of these cases, the error flag is set and no other change is made to GL state.

The name stack is always empty while the render mode is not #GL_SELECT. Calls to gl.PushName() while the render mode is not #GL_SELECT are ignored.

Please consult an OpenGL reference manual for more information.

Inputs
name
specifies a name that will be pushed onto the name stack
Errors
#GL_STACK_OVERFLOW is generated if gl.PushName() is called while the name stack is full.

#GL_INVALID_OPERATION is generated if gl.PushName() is executed between a call to glBegin and the corresponding call to glEnd.

Associated gets
gl.Get() with argument #GL_NAME_STACK_DEPTH

gl.Get() with argument #GL_MAX_NAME_STACK_DEPTH


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