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><head><title>glInitNames</title><link rel="stylesheet" href="style.css" type="text/css"/><meta name="generator" content="DocBook XSL Stylesheets V1.59.1"/><link rel="home" href="index.xml" title="PyOpenGL 2.0.1.07 Man Pages"/><link rel="up" href="reference-GL.xml" title="GL"/><link rel="previous" href="glIndexPointer.3G.xml" title="glIndexPointer"/><link rel="next" href="glInterleavedArrays.3G.xml" title="glInterleavedArrays"/></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">glInitNames</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="glIndexPointer.3G.xml">Prev</a></td><th width="60%" align="center">GL</th><td width="20%" align="right"><a accesskey="n" href="glInterleavedArrays.3G.xml">Next</a></td></tr></table><hr/></div><div class="refentry" lang="en"><a name="glInitNames.3G"/><div class="titlepage"/><div class="refnamediv"><a name="glInitNames.3G-name"/><h2>Name</h2><p>glInitNames — initialize the name stack</p></div><div class="refsynopsisdiv"><a name="glInitNames.3G-c_spec"/><h2>C Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code>void<tt>glInitNames</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>);</code></td></tr></table></div><div class="refsynopsisdiv"><a name="glInitNames.3G-python_spec"/><h2>Python Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code><tt>glInitNames</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>) →<tt>None</tt></code></td></tr></table></div><div class="refsect1" lang="en"><a name="glInitNames.3G-description"/><h2>Description</h2><p>
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. <tt>glInitNames</tt> causes the name stack to be initialized to its
default empty state.
</p><p>
The name stack is always empty while the render mode is not <tt>GL_SELECT</tt>. Calls to
<tt>glInitNames</tt> while the render mode is not <tt>GL_SELECT</tt> are ignored.
</p></div><div class="refsect1" lang="en"><a name="glInitNames.3G-errors"/><h2>Errors</h2><p>
<tt>GL_INVALID_OPERATION</tt> is generated if <tt>glInitNames</tt> is executed between the
execution of <a href="glBegin.3G.xml"><tt>glBegin</tt></a> and the corresponding execution of <a href="glBegin.3G.xml"><tt>glEnd</tt></a>.
</p></div><div class="refsect1" lang="en"><a name="glInitNames.3G-associated_gets"/><h2>Associated Gets</h2><p>
<tt>glGet</tt> with argument <tt>GL_NAME_STACK_DEPTH</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_MAX_NAME_STACK_DEPTH</tt>
</p></div><div class="refsect1" lang="en"><a name="glInitNames.3G-see_also"/><h2>See Also</h2><p>
<span class="simplelist"><a href="glLoadName.3G.xml">glLoadName</a>, <a href="glPushName.3G.xml">glPushName</a>, <a href="glRenderMode.3G.xml">glRenderMode</a>, <a href="glSelectBuffer.3G.xml">glSelectBuffer</a></span>
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