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.ds Dt 24 September 1999
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.ds Xs 42225 4 calllist.gl
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\- execute a display list
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void \f3glCallList\fP(
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.TP \w'\f2list\fP\ \ 'u
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Specifies the integer name of the display list to be executed.
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\%\f3glCallList\fP causes the named display list to be executed.
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The commands saved in the display list are executed in order,
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just as if they were called without using a display list.
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If \f2list\fP has not been defined as a display list,
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\%\f3glCallList\fP is ignored.
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\%\f3glCallList\fP can appear inside a display list.
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To avoid the possibility of infinite recursion resulting from display lists
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a limit is placed on the nesting level of display
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lists during display-list execution.
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This limit is at least 64, and it depends on the implementation.
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GL state is not saved and restored across a call to \%\f3glCallList\fP.
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changes made to GL state during the execution of a display list
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remain after execution of the display list is completed.
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Use \%\f3glPushAttrib\fP,
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and \%\f3glPopMatrix\fP to preserve GL state across \%\f3glCallList\fP calls.
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Display lists can be executed between a call to \%\f3glBegin\fP
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and the corresponding call to \%\f3glEnd\fP,
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as long as the display list includes only commands that are allowed
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\%\f3glGet\fP with argument \%\f3GL_MAX_LIST_NESTING\fP
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\%\f3glCallLists(3G)\fP,
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\%\f3glDeleteLists(3G)\fP,
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\%\f3glGenLists(3G)\fP,
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\%\f3glNewList(3G)\fP,
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\%\f3glPushAttrib(3G)\fP,
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\%\f3glPushMatrix(3G)\fP