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OpenGL® SuperBible, Third Edition by Benjamin Lipchak, Richard S. Wright

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Chapter 12. Interactive Graphics

by Richard S. Wright, Jr.

WHAT YOU'LL LEARN IN THIS CHAPTER:

How To

Functions You'll Use

Assign OpenGL selection names to primitives or groups of primitives

glInitNames/glPushName/glPopName

Use selection to determine which objects are under the mouse

glSelectBuffer/glRenderMode

Use feedback to get information about where objects are drawn

glFeedbackBuffer/gluPickMatrix

Thus far, you have learned to create some sophisticated 3D graphics using OpenGL, and many applications do no more than generate these scenes. But many graphics applications (notably, games, CAD, 3D modeling, and so on) require more interaction with the scene itself. In addition to menus and dialog boxes, often you need to provide a way for the user to interact ...

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