select_buf=&buf;
}
+void init_names()
+{
+ glInitNames();
+}
+
+void push_name(uint n)
+{
+ glPushName(n);
+}
+
+void pop_name()
+{
+ glPopName();
+}
+
+void load_name(uint n)
+{
+ glLoadName(n);
+}
+
void parse_select_records(const uint *buf, uint count, vector<SelectRecord> &tbuf)
{
uint i=0;