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glPushName(3G)		       OpenGL Reference			glPushName(3G)


NAME    [Toc]    [Back]

     glPushName, glPopName - push and pop the name stack

C SPECIFICATION    [Toc]    [Back]

     void glPushName( GLuint name )

PARAMETERS    [Toc]    [Back]

     name  Specifies a name that will be pushed	onto the name stack.

C SPECIFICATION    [Toc]    [Back]

     void glPopName( void )

DESCRIPTION    [Toc]    [Back]

     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.

     glPushName	causes name to be pushed onto the name stack.  glPopName pops
     one name off the top of the 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, or to
     pop a name	off an empty stack.  It	is also	an error to manipulate the
     name stack	between	the execution of glBegin and the corresponding
     execution of glEnd.  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 glPushName or glPopName while the	render mode is not GL_SELECT
     are ignored.

ERRORS    [Toc]    [Back]

     GL_STACK_OVERFLOW is generated if glPushName is called while the name
     stack is full.

     GL_STACK_UNDERFLOW	is generated if	glPopName is called while the name
     stack is empty.

     GL_INVALID_OPERATION is generated if glPushName or	glPopName is executed
     between a call to glBegin and the corresponding call to glEnd.











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glPushName(3G)		       OpenGL Reference			glPushName(3G)


ASSOCIATED GETS    [Toc]    [Back]

     glGet with	argument GL_NAME_STACK_DEPTH
     glGet with	argument GL_MAX_NAME_STACK_DEPTH

SEE ALSO    [Toc]    [Back]

      
      
     glInitNames, glLoadName, glRenderMode, glSelectBuffer


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