glutSolidCone(1.0, 2.0, 16, 1);
glPopMatrix();
-#ifdef GL_HP_occlusion_test
- if (perf == 0) {
- GLboolean bRet;
- glDepthMask(GL_FALSE);
- glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
- glEnable(GL_OCCLUSION_TEST_HP);
- glGetBooleanv(GL_OCCLUSION_TEST_RESULT_HP,&bRet);
-
- glPushMatrix();
- glTranslatef(0.75, 0.0, -1.0);
- glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue_mat );
- glutSolidSphere(1.0, 20, 20);
- glPopMatrix();
-
- glGetBooleanv(GL_OCCLUSION_TEST_RESULT_HP,&bRet);
- printf("Occlusion test 1 (result should be 1): %d\n",bRet);
-
- glDepthMask(GL_TRUE);
- glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
- glDisable(GL_OCCLUSION_TEST_HP);
- }
-#endif
-
glPushMatrix();
glTranslatef(0.75, 0.0, -1.0);
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue_mat );
glutSolidSphere(1.0, 20, 20);
glPopMatrix();
-#ifdef GL_HP_occlusion_test
- if (perf == 0){
- GLboolean bRet;
-
- glDepthMask(GL_FALSE);
- glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
- glEnable(GL_OCCLUSION_TEST_HP);
- glGetBooleanv(GL_OCCLUSION_TEST_RESULT_HP,&bRet);
-
- /* draw a sphere inside the previous sphere */
- glPushMatrix();
- glTranslatef(0.75, 0.0, -1.0);
- glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue_mat );
- glutSolidSphere(0.5, 20, 20);
- glPopMatrix();
-
- glGetBooleanv(GL_OCCLUSION_TEST_RESULT_HP,&bRet);
- printf("Occlusion test 2 (result should be 0): %d\n",bRet);
-
- glDepthMask(GL_TRUE);
- glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
- glDisable(GL_OCCLUSION_TEST_HP);
- }
-#endif
-
glPopMatrix();
/* This is very important!!!