for (int i = 0; i < Number_Of_queries; i++)
{
glBeginQueryARB(GL_SAMPLES_PASSED_ARB, queries[i]);
Box[i]
glEndQueryARB(GL_SAMPLES_PASSED_ARB);
}
I'm curious about the method suggested in GPU GEMS 1 for occlusion culling where a certain number of querys are performed. Using the method described you can't test individual boxes against each other so are you supposed to do the following?
Test Box A -> Render Box A
Test Box B -> Render Box B
Test Box C -> Render Box C
and so on...
I think (it would have been good to link the GPU gems article...) you are confused about somewhat asynchronous queries as described in extensions like this:
http://developer.download.nvidia.com/opengl/specs/GL_NV_conditional_render.txt
If I recall correctly there were other extensions to check for the availability of a result without blocking also.
As Christian Rau points out doing just "query, wait for result, do stuff based on result" might stall and might not be any gain because of that, depending on how much work is in "do stuff". In fact, doing the query, waiting for it to round trip just to save a single draw call is most likely not going to help at all.