I'm using the
OGL name stack to allow selection of geometry. I have code that's drawing a set of squares to the screen using OGL calls. My selection code works, and I'm able to click on my drawn squares.
Now I'm trying to draw a SFML shape to the screen, and it does. The issue is that when I try to select any of my squares the SFML shape gets selected no matter what.
Visually the drawn SFML shape only takes up a small portion of the top right corner, but according to the OGL name stack it's taking up the whole screen. Thus anytime I try to click on other geometry the OGL name stack tells me I'm clicking on the SFML shape.
Squares drawn with OGL:
double tx = -1.0 * (double)(width-1);
double ty = -1.0 * (double)(height-1);
for (int j = height-1; j >= 0; j--) {
for (int i = width-1; i >= 0; i--) {
glTranslated(tx, ty, 0.0);
glPushName(j);
glPushName(i);
glColor3f(0.
glBegin(GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 0.0f);
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 0.0f);
glNormal3f(0.0f, 0.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glEnd();
glPopName();
glPopName();
tx+=2.0;
}
ty+=2.0;
tx = -1.0 * (double)(width-1);
}
SFML shape:
sf::Shape rect = sf::Shape::Rectangle(windowWidth-300, 0, windowWidth, 50, sf::Color(255, 255, 255, 255));
glPushName(-1);
App.Draw(rect);
glPopName();
(App is a SFML RenderWindow).
EDIT:
Did more searching on the forums for issues that seemed similar. Looks like using PreserveOpenGLStates may have fixed the issue.
2ND EDIT:
Changed topic to solved. Preserving the OGL state fixed the issue (and a couple others actually).