glInitNames

initialize the name stack

Signature

glInitNames( ( void ) )-> void
glInitNames( )

Description

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. glInitNames causes the name stack to be initialized to its default empty state.
The name stack is always empty while the render mode is not GL_SELECT . Calls to glInitNames while the render mode is not GL_SELECT are ignored.

Errors

GL_INVALID_OPERATION is generated if glInitNames is executed between the execution of glBegin and the corresponding execution of glEnd .

Associated Gets

glGet with argument GL_NAME_STACK_DEPTH
glGet with argument GL_MAX_NAME_STACK_DEPTH

See Also

Sample Code References

The following code samples have been found which appear to reference the functions described here. Take care that the code may be old, broken or not even use PyOpenGL.

glInitNames
OpenGLContext OpenGLContext/passes/renderpass.py Lines: 543
{LGPL or GPL or MPL} Kamaelia Code/Python/Kamaelia/Kamaelia/UI/OpenGL/OpenGLDisplay.py Lines: 799
{LGPL or GPL or MPL} Kamaelia Sketches/CL/Topology3D/Experiments/Cubes.py Lines: 311
{LGPL or GPL or MPL} Kamaelia Sketches/CL/Topology3D/THF/Kamaelia/UI/OpenGL/OpenGLDisplay.py Lines: 777
{LGPL or GPL or MPL} Kamaelia Sketches/CL/Topology3D/THF/Sketches/playground/Display3D.py Lines: 461
{LGPL or GPL or MPL} Kamaelia Sketches/THF/3D/playground/Display3D.py Lines: 461