_x, _y Specify the center of a picking region in window coordinates.
_d_e_l_X, _d_e_l_Y
Specify the width and height, respectively, of the picking region in
window coordinates.
_v_i_e_w_p_o_r_t
Specifies the current viewport (as from a ggggllllGGGGeeeettttIIIInnnntttteeeeggggeeeerrrrvvvv call).
DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
ffffgggglllluuuuPPPPiiiicccckkkkMMMMaaaattttrrrriiiixxxx creates a projection matrix that can be used to restrict
drawing to a small region of the viewport. This is typically useful to
determine what objects are being drawn near the cursor. Use
ffffgggglllluuuuPPPPiiiicccckkkkMMMMaaaattttrrrriiiixxxx to restrict drawing to a small region around the cursor.
Then, enter selection mode (with ggggllllRRRReeeennnnddddeeeerrrrMMMMooooddddeeee) and rerender the scene.
All primitives that would have been drawn near the cursor are identified
and stored in the selection buffer.
The matrix created by ffffgggglllluuuuPPPPiiiicccckkkkMMMMaaaattttrrrriiiixxxx is multiplied by the current matrix
just as if ggggllllMMMMuuuullllttttMMMMaaaattttrrrriiiixxxx is called with the generated matrix. To
effectively use the generated pick matrix for picking, first call
ggggllllLLLLooooaaaaddddIIIIddddeeeennnnttttiiiittttyyyy to load an identity matrix onto the perspective matrix
stack. Then call ffffgggglllluuuuPPPPiiiicccckkkkMMMMaaaattttrrrriiiixxxx, and finally, call a command (such as
ffffgggglllluuuuPPPPeeeerrrrssssppppeeeeccccttttiiiivvvveeee) to multiply the perspective matrix by the pick matrix.
When using ffffgggglllluuuuPPPPiiiicccckkkkMMMMaaaattttrrrriiiixxxx to pick NURBS, be careful to turn off the NURBS
property GGGGLLLLUUUU____AAAAUUUUTTTTOOOO____LLLLOOOOAAAADDDD____MMMMAAAATTTTRRRRIIIIXXXX. If GGGGLLLLUUUU____AAAAUUUUTTTTOOOO____LLLLOOOOAAAADDDD____MMMMAAAATTTTRRRRIIIIXXXX is not turned
off, then any NURBS surface rendered is subdivided differently with the
pick matrix than the way it was subdivided without the pick matrix.