I am drawing cubes and trying to name the individual faces of a cube.
Seems like a reasonable thing to do.  I'm just drawing the faces
individually now.

On Apr 7, 3:35 pm, Gary Herron <[EMAIL PROTECTED]> wrote:
> John Harrison wrote:
> > Nevermind.  I violated the rule of never putting the glPushName or
> > glLoadName in between glBegin and glEnd statements:
> >http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/...
>
> > Something of an annoying restriction, but I can deal with it.
>
> But... You are supposed to think of the names as naming objects (defined
> by glBegin/glEnd pairs), not individual vertices.  From that point of
> view, changing an object's name half way through its definition brings
> up the question of which name to report in the selection buffer, the
> name in effect at the glBegin, or the name in effect at the glEnd, or
> one (but which) of the (many) names in effect between the two or ...
> Better to just avoid that ambiguity by disallowing it.
>
> Gary Herron
>
> > On Apr 7, 12:41 pm, John Harrison <[EMAIL PROTECTED]> wrote:
>
> >> I am attempting to use pyglet to do mousepress picking.  This works
> >> fine if I keep all my picking code in a single method or function.
> >> However, if I try to do any decomposition I run into problems.  I can
> >> put drawing code in other functions, but if I put either glLoadName or
> >> glPushName calls into another function I get the following error:
> >>   File "city.py", line 755, in pick
> >>     glSelectBuffer (512, selectBuf)
> >>   File "build/bdist.linux-x86_64/egg/pyglet/gl/lib.py", line 89, in
> >> errcheck
> >> pyglet.gl.lib.GLException: invalid operation
>
> >> I don't understand why I can't declare a selection buffer in one
> >> method and then push names onto the stack in another.
>
> >> Anybody have any ideas?
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