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Io-language-graphics-and-sound-20080330-6.fc15.i686.rpm

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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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