loader image

// Perform occlusion queries GLuint queries[10]; glGenQueries(10, queries); for (int i = 0; i < 10; i++) glBeginQuery(GL_SAMPLES_PASSED, queries[i]); // Render the object (or player) to query glEndQuery(GL_SAMPLES_PASSED);

int main() // Initialize GLFW if (!glfwInit()) return -1;

If you want, I can help with legal, constructive alternatives such as: