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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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