The glCallList function executes a display list.
void WINAPI glCallList( GLuint list );
The integer name of the display list to be executed.
This function does not return a value.
Invoking the glCallList function begins execution of the named display list. The functions saved in the display list are executed in order, just as if you called them without using a display list. If list has not been defined as a display list, glCallList is ignored.
The glCallList function 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, however, it depends on the implementation.
The OpenGL state is not saved and restored across a call to glCallList. Thus, changes made to the OpenGL state during the execution of a display list remain after execution of the display list is completed. To preserve the OpenGL state across glCallList calls, use glPushAttrib, glPopAttrib, glPushMatrix, and glPopMatrix.
The following functions retrieve information related to glCallList:
glGet with argument GL_MAX_LIST_NESTING
|Minimum supported client
||Windows 2000 Professional [desktop apps only]
|Minimum supported server
||Windows 2000 Server [desktop apps only]