glScalef(0.3, 0.3, 1.0);
glRotatef(-90.0 * Xpos, 0, 0, 1);
+#if defined(GL_ARB_occlusion_query)
#if TEST_DISPLAY_LISTS
glNewList(10, GL_COMPILE);
glBeginQueryARB(GL_SAMPLES_PASSED_ARB, OccQuery);
/* turn off occlusion testing */
glColorMask(1, 1, 1, 1);
glDepthMask(GL_TRUE);
+#endif /* GL_ARB_occlusion_query */
/* draw the orange rect, so we can see what's going on */
glColor3f(0.8, 0.5, 0);
glLoadIdentity();
glColor3f(1, 1, 1);
+#if defined(GL_ARB_occlusion_query)
sprintf(s, " %4d Fragments Visible", passed);
glRasterPos3f(-0.50, -0.7, 0);
PrintString(s);
glRasterPos3f(-0.25, -0.8, 0);
PrintString("Fully Occluded");
}
+#else
+ glRasterPos3f(-0.25, -0.8, 0);
+ PrintString("GL_ARB_occlusion_query not available at compile time");
+#endif /* GL_ARB_occlusion_query */
glutSwapBuffers();
}
exit(-1);
}
+#if defined(GL_ARB_occlusion_query)
glGetQueryivARB(GL_SAMPLES_PASSED_ARB, GL_QUERY_COUNTER_BITS_ARB, &bits);
if (!bits) {
printf("Hmmm, GL_QUERY_COUNTER_BITS_ARB is zero!\n");
exit(-1);
}
+#endif /* GL_ARB_occlusion_query */
glGetIntegerv(GL_DEPTH_BITS, &bits);
printf("Depthbits: %d\n", bits);
+#if defined(GL_ARB_occlusion_query)
glGenQueriesARB(1, &OccQuery);
assert(OccQuery > 0);
+#endif /* GL_ARB_occlusion_query */
glEnable(GL_DEPTH_TEST);
}