   Object Picking
  ok guys, i found soo many tutorials about it.. but cant attach all of them togeather you know..so let me see if i got it right, plz currect me if im wrong with something.. thanks..1st, i put the command glInitNames(); to clear the names buffer of my objects that will be drawing soon on same frame2)glPushName(Num); //registers the object with a number of his own[some glBegin .. glEnd object creation] //creates an object from vertex..glPopName;4) now at END of the code i put this:glSelectBuffer(BUFSIZE,@selectBuf);glRenderMode(GL_SELECT);glMatrixMode(GL_PROJECTION);glPushMatrix();glLoadIdentity();glGetIntegerv(GL_VIEWPORT,@viewport);gluPickMatrix(Mouse.CursorPos.X,viewport[3]-Mouse.CursorPos.Y,5,5,@viewport);glMatrixMode(GL_MODELVIEW);glInitNames();  glMatrixMode(GL_PROJECTION);glPopMatrix();glMatrixMode(GL_MODELVIEW);glFlush();// returning to normal rendering modehits := glRenderMode(GL_RENDER);// if there are hits process themif (hits <> 0) thenprocessHits(hits,selectBuf);right? now, it doesnt seems like getting the HITS.. any ideas why? whats wrong with it?   
  According to the Lighthouse 3D tutorial, which you seem to be following, you need to call gluPerspective (or whatever you use for your projection) after gluPickMatrix.gluPickMatrix(cursorX,viewport[3]-cursorY,5,5,viewport);gluPerspective(45,ratio,0.1,1000);;  im calling that gluPerspective(45,ratio,0.1,1000); command in other part of my code.. is that metter?   ;  Yes, gluPerspective does nothing else than creating a matrix and multiplying the current matrix with it. Since you're using glLoadIdentity, the effect of the other call is lost. Besides, you need to set up your projection *after* you call gluPickMatrix and *before* you render in selection mode. It should look somewhat along the lines of:glSelectBuffer(SELECT_BUFFER_SIZE, selectBuffer);glRenderMode(GL_SELECT);glMatrixMode(GL_PROJECTION);glPushMatrix();glLoadIdentity();gluPickMatrix(cursorX, viewport[3]-cursorY, 5, 5, viewport);gluPerspective(45,ratio,0.1,1000);glMatrixMode(GL_MODELVIEW);glLoadIdentity();glTranslatef(0.0f,0.0f,-5.0f);glInitNames();glPushName(1);glutSolidTeapot(1.0);glPopName();glMatrixMode(GL_PROJECTION);glPopMatrix();int hits = glRenderMode(GL_RENDER);