fglcalllist.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglCallList</STRONG> -	execute	a display list     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglCallList</STRONG>( INTEGER*4 <EM>list</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>list</EM>	Specifies the integer name of the display list to be		executed.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglCallList</STRONG> causes the named display list to be executed.	  The commands saved in	the display list are executed in	  order, just as if they were called without using a display	  list.	 If <EM>list</EM> has not been defined as a display list,	  <STRONG>fglCallList</STRONG> is ignored.	  <STRONG>fglCallList</STRONG> can appear inside	a display list.	 To avoid the	  possibility of infinite recursion resulting from display	  lists	calling	one another, a limit is	placed on the nesting	  level	of display lists during	display-list execution.	 This	  limit	is at least 64,	and it depends on the implementation.	  GL state is not saved	and restored across a call to	  <STRONG>fglCallList</STRONG>.	Thus, changes made to GL state during the	  execution of a display list remain after execution of	the	  display list is completed.  Use <STRONG>fglPushAttrib</STRONG>, <STRONG>fglPopAttrib</STRONG>,	  <STRONG>fglPushMatrix</STRONG>, and <STRONG>fglPopMatrix</STRONG> to preserve GL state across	  <STRONG>fglCallList</STRONG> calls.     <STRONG>NOTES</STRONG>	  Display lists	can be executed	between	a call to <STRONG>fglBegin</STRONG> and	  the corresponding call to <STRONG>fglEnd</STRONG>, as long as the display	  list includes	only commands that are allowed in this	  interval.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_MAX_LIST_NESTING</STRONG>	  <STRONG>fglIsList</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglCallLists</STRONG>,	<STRONG>fglDeleteLists</STRONG>,	<STRONG>fglGenLists</STRONG>, <STRONG>fglNewList</STRONG>,	  <STRONG>fglPushAttrib</STRONG>, <STRONG>fglPushMatrix</STRONG></PRE></BODY></HTML>

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