selection buffer receved all objects from stack name

Hello I have a question that going me crazy. I can’t find an error. There is a class where OpenGL objects are drawen.


unit ObjClass
 
{$mode objfpc}{$H+}
 
interface
 
uses
  Classes, SysUtils, mathMetrix, gl, glu,GLX, OpenGLContext, ImagingOpenGL;
type
  TObjClass = class(TObject)
    private
      public
        procedure RelayDraw(BasePoint : TArray_BPoint);
 
 
  end;
  var
  clsObj         : TRelayClass;

implementation
 
procedure TObjClass.ObjDraw (BasePointX : GLDouble; BasePointY : GLDouble);
begin
 
glColor3d(0.0, 0.0, 1.0); 
glBegin(GL_POLYGON);
  glVertex2d(BasePointX - 0.01, BasePointY + 0.01 );
  glVertex2d(BasePointX + 0.01, BasePointY + 0.01 );
  glVertex2d(BasePointX + 0.01, BasePointY + 0.01 );
  glVertex2d(BasePointX + 0.01, BasePointY - 0.01 );
  glVertex2d(BasePointX + 0.01, BasePointY - 0.01 );
  glVertex2d(BasePointX - 0.01, BasePointY - 0.01 );
  glVertex2d(BasePointX - 0.01, BasePointY - 0.01 );
  glVertex2d(BasePointX - 0.01, BasePointY + 0.01 );
 glEnd();
end;
 
end.

unit Main;
//...
 
var
  BasePointX,
  BasePointY,
        : Double;
  buffer_len: integer = 63;
  MoveFlag  : Boolean;   
 
  ID0               : GLuint    = 0;
  ID1               : GLuint    = 1;
  ID2               : GLuint    = 2;
  ID3               : GLuint    = 3;
  ID4               : GLuint    = 4;
  ID5               : GLuint    = 5;
 
 
implementation
//...
procedure Tfrm.OpenGLControl1Paint(Sender: TObject);
var
  Obj0, Obj1, Obj2 : TObjClass;
begin
 
  glClearColor(0.0, 0.0, 0.0, 0.0);
  glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
 
  glMatrixMode(GL_PROJECTION);
  glViewport(0, 0, OpenGLControl1.Width, OpenGLControl1.Height);
  compWidth:=OpenGLControl1.Width;
 
   glPushMatrix();
   glLoadIdentity();
   glInitNames();
   glPushName(0);
 

     glPushMatrix();
     glLoadName(ID0);
     Obj0 :=TObjClass.Create;
     Obj0.ObjDraw (BasePointX, BasePointY);
    glPopMatrix();
 
 
    glTranslated(0.0, -0.4, 0.0);
    glPushMatrix();
    glLoadName(ID1);
    Obj1 :=TObjClass.Create;
    Obj1.ObjDraw (BasePointX, BasePointY);
    glPopMatrix();
 
    glTranslated(-0.4, 0.0, 0.0);
    glPushMatrix();
    glLoadName(ID2);
    Obj2 :=TObjClass.Create;
    Obj2.ObjDraw (BasePointX, BasePointY);
    glPopMatrix();
 
  glPopMatrix();
 
  OpenGLControl1.SwapBuffers;
 
end;

procedure Tfrm.Selection(X : integer; Y : integer);
var selectBuf                 : array [0..63] of GLint;
    viewport              : array [0..3] of GLint;
    fAspect           : GLfloat;
    ObjFound              : GLint;
    lowestDepth, selObject, i : integer;
 
begin
glSelectBuffer(buffer_len+1, 'at sign' selectBuf);
glGetIntegerv(GL_VIEWPORT, 'at sign' viewport);
glMatrixMode(GL_PROJECTION);
  glPushMatrix();
    glRenderMode(GL_SELECT);
    glLoadIdentity();
    gluPickMatrix(GLdouble(X), GLdouble(viewport[3]-Y), 0.1, 0.1, viewport);
    OpenGLControl1Paint(nil);
    ObjFound := glRenderMode(GL_RENDER);
 
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
  if ObjFound>0 then
     begin
       lowestDepth := selectBuf[1];
        selObject       := selectBuf[3];
 
      ShowMessage('selectBuf[0] ' + IntToStr(selectBuf[0]));
      ShowMessage('selectBuf[1] ' + IntToStr(selectBuf[1]));
      ShowMessage('selectBuf[2] ' + IntToStr(selectBuf[2]));
      ShowMessage('selectBuf[3] ' + IntToStr(selectBuf[3]));
      ShowMessage('selectBuf[4] ' + IntToStr(selectBuf[4]));
      ShowMessage('selectBuf[5] ' + IntToStr(selectBuf[5]));
      ShowMessage('selectBuf[6] ' + IntToStr(selectBuf[6]));
      ShowMessage('selectBuf[7] ' + IntToStr(selectBuf[7]));
      ShowMessage('selectBuf[8] ' + IntToStr(selectBuf[8]));
      ShowMessage('selectBuf[9] ' + IntToStr(selectBuf[9]));
      ShowMessage('selectBuf[10] ' + IntToStr(selectBuf[10]));
      ShowMessage('selectBuf[11] ' + IntToStr(selectBuf[11]));
     
 
    end;
end;
end. 

There is another class, here is object creating. In OpenGLControl1Pain function it is an object creating and then they are moved into name stack. By mouse clicking an object under mouse cursor must be moved into selection buffer.
The question is following, by clicking I don’t drag over an object but all objects. Selection buffer receives all objects in the order in which they are recorded in the stack name. Please help me anybody!