📄 calllist.html
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<STRONG>NAME</STRONG>
<STRONG>glCallList</STRONG> - execute a display list
<STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
void <STRONG>glCallList</STRONG>( GLuint <EM>list</EM> )
<STRONG>PARAMETERS</STRONG>
<EM>list</EM> Specifies the integer name of the display list to be
executed.
<STRONG>DESCRIPTION</STRONG>
<STRONG>glCallList</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>glCallList</STRONG> is ignored.
<STRONG>glCallList</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>glCallList</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>glPushAttrib</STRONG>, <STRONG>glPopAttrib</STRONG>,
<STRONG>glPushMatrix</STRONG>, and <STRONG>glPopMatrix</STRONG> to preserve GL state across
<STRONG>glCallList</STRONG> calls.
<STRONG>NOTES</STRONG>
Display lists can be executed between a call to <STRONG>glBegin</STRONG> and
the corresponding call to <STRONG>glEnd</STRONG>, as long as the display list
includes only commands that are allowed in this interval.
<STRONG>ASSOCIATED</STRONG> <STRONG>GETS</STRONG>
<STRONG>glGet</STRONG> with argument <STRONG>GL_MAX_LIST_NESTING</STRONG>
<STRONG>glIsList</STRONG>
<STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>
<STRONG>glCallLists</STRONG>, <STRONG>glDeleteLists</STRONG>, <STRONG>glGenLists</STRONG>, <STRONG>glNewList</STRONG>,
<STRONG>glPushAttrib</STRONG>, <STRONG>glPushMatrix</STRONG>
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