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...