Picking with a rotating camera

Hello everyone, I’ve been having some probablems lately with my object picking code in which there are no hits detected if I rotate my camera. Things work fine (most of the time) if I just translate the camera but as soon as I start flipping the camera upside down or rotate it a certain way things go crazy. Here is the code that I’m using for picking, can anyone tell me whats wrong with what I have??

void Mouse(int button, int state, int x, int y)
{
	Camera *pPQ = camera; // pointer to the PQ field of the camera...
	VRp3 rp;
	VRq rq;

	float matrix[16];	// matrix to apply the camera transformation
	unsigned int selectbuf[512];
	int hits;
	GLint viewport[4];	

	int mod = glutGetModifiers();

	switch(button)
	{ 
		
	case GLUT_LEFT_BUTTON:
		
		if(state == GLUT_DOWN && mod == GLUT_ACTIVE_ALT)
		{
			glClear(GL_DEPTH_BUFFER_BIT);

			glGetIntegerv(GL_VIEWPORT, viewport);	// store viewport information in an array

			glSelectBuffer(512, selectbuf);

			glViewport(0, 0, 570, 355);

			glMatrixMode(GL_PROJECTION);
		
			glPushMatrix();			
			
			glInitNames();	// clear the name stack
		
			glLoadIdentity();	
			
			glRenderMode(GL_SELECT);		// switch to select mode (nothing is drawn)

			gluPickMatrix(x, viewport[3]-y,  1, 1, viewport);	// create an area around the mouse
			
			gluPerspective(pPQ->fieldofview*m_180pi, pPQ->aspect, pPQ->nearclip, pPQ->farclip);

			tomatrix(-pPQ->position, ~pPQ->orientation, matrix);
	
			glMatrixMode(GL_MODELVIEW);
			
			glLoadMatrixf(matrix);
			
			root->Draw(VRp3(), VRq(), GL_SELECT);	
			
			hits = glRenderMode(GL_RENDER);		// return the amout of selected objects

			glMatrixMode(GL_PROJECTION);
			
			glPopMatrix();
			
			glMatrixMode(GL_MODELVIEW);

			// loop through all the hits and find the one closest to the one we selected
			if(hits > 0)
			{
				currNode = (SceneNode*)(selectbuf[3]);
				unsigned int depth = selectbuf[1];

				if(currNode->selected == false)
				{
					currNode->selected = true;
				}
				else
				{
					currNode->selected = false;
				}


				for(int n = 1; n < hits; n++)
				{
					if(selectbuf[n*4+1] < depth)
					{
						currNode = (SceneNode*)(selectbuf[n*4+3]);
						depth = selectbuf[n*4+1];
						
						if(currNode->selected == false)
						{
							currNode->selected = true;
						}
						else
						{
							currNode->selected = false;
						}	
					}
				}
			}	
		}
		break;

	default:
		break;
	}
	
  glutPostRedisplay();
}  

maybe you should post the code to all the mystery functions being called.

tomatrix() ?
root? -> Draw( ?, ? ) ?
Camera ?

if you want people to debug your app for you, you should at least post all the relevant code.

bit in general, if you can see the world ok using the same basic xforms (except gluPickMatrix), then its probably a name stack error.

make sure your xforms are good. make sure your name stack is good. make sure you understand the name record and all its fields when you process the results.