<HTML> <BODY> <PRE> <STRONG>NAME</STRONG> <STRONG>glLoadName</STRONG> - load a name onto the name stack <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG> void <STRONG>glLoadName</STRONG>( GLuint <EM>name</EM> ) <STRONG>PARAMETERS</STRONG> <EM>name</EM> Specifies a name that will replace the top value on the name stack. <STRONG>DESCRIPTION</STRONG> 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. <STRONG>glLoadName</STRONG> causes <EM>name</EM> to replace the value on the top of the name stack, which is initially empty. The name stack is always empty while the render mode is not <STRONG>GL_SELECT</STRONG>. Calls to <STRONG>glLoadName</STRONG> while the render mode is not <STRONG>GL_SELECT</STRONG> are ignored. <STRONG>ERRORS</STRONG> <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glLoadName</STRONG> is called while the name stack is empty. <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glLoadName</STRONG> is executed between the execution of <STRONG>glBegin</STRONG> and the corresponding execution of <STRONG>glEnd</STRONG>. <STRONG>ASSOCIATED</STRONG> <STRONG>GETS</STRONG> <STRONG>glGet</STRONG> with argument <STRONG>GL_NAME_STACK_DEPTH</STRONG> <STRONG>glGet</STRONG> with argument <STRONG>GL_MAX_NAME_STACK_DEPTH</STRONG> <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>glInitNames</STRONG>, <STRONG>glPushName</STRONG>, <STRONG>glRenderMode</STRONG>, <STRONG>glSelectBuffer</STRONG> </PRE> </BODY> </HTML>