However, all of the data structures for storing shapes and computing mouse pointer-object intersections are done within the library, not using the OpenGL pick mechanism. The most fundamental limitation of gleem is that, in the interest of portability, it has no notion of a scene graph. It defines what little such support it needs internally.
All manipulators live conceptually in world coordinates.
If you want to attach a manipulator to the end of a kinematic chain, for example, you will need to manually keep the manipulator in place as your application moves the links. How to Incorporate gleem Into Your Programs Compiling gleem gleem was developed under SGI's Irix 6.5. The Makefile is currently set up for SGI's CC and include directories. STL support is required and SGI's version of the STL is included in the distribution. There must be an open window at this point if you want the ManipManager to install its callbacks.