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glCallList

execute a display list

Deprecation Notice

Note that this function has been marked deprecated in the OpenGL 3.0 specification. You should not be using this function in new code, though it will likely be supported by most implementations via the GL_ARB_compatibility extension. For more information on OpenGL 3.x deprecations, see the deprecations page.

Signature

glCallList( GLuint ( list ) )-> void
glCallList( list )
glCallList( GLuint(list) ) -> None
glCallLists( lists , * args )
glCallLists( str( lists ) or lists[] ) -> None 
    
    Restricted version of glCallLists, takes a string or a GLuint compatible
    array data-type and passes into the base function.
    

Parameters

VariablesDescription
list
Specifies the integer name of the display list to be executed.

Description

glCallList 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 list has not been defined as a display list, glCallList is ignored.
glCallList 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 glCallList . Thus, changes made to GL state during the execution of a display list remain after execution of the display list is completed. Use glPushAttrib , glPopAttrib , glPushMatrix , and glPopMatrix to preserve GL state across glCallList calls.

Notes

Display lists can be executed between a call to glBegin and the corresponding call to glEnd , as long as the display list includes only commands that are allowed in this interval.

Associated Gets

glGet with argument GL_MAX_LIST_NESTING

See Also

Sample Code References

The following code samples have been found which appear to reference the functions described here. Take care that the code may be old, broken or not even use PyOpenGL.

glCallList
OpenGLContext OpenGLContext/displaylist.py Lines: 44
OpenGLContext tests/dek_surf.py Lines: 44
OpenGLContext tests/redbook_alpha3D.py Lines: 131, 143
OpenGLContext tests/dek_texturesurf.py Lines: 56
OpenGL-Demo PyOpenGL-Demo/tom/lorentz.py Lines: 63
OpenGL-Demo PyOpenGL-Demo/tom/demo.py Lines: 95
OpenGL-Demo PyOpenGL-Demo/tom/text.py Lines: 37
OpenGL-Demo PyOpenGL-Demo/NeHe/lesson12.py Lines: 122, 125
OpenGL-Demo PyOpenGL-Demo/GLUT/gears.py Lines: 144, 150, 156
OpenGL-Demo PyOpenGL-Demo/GLUT/molehill.py Lines: 47
OpenGL-Demo PyOpenGL-Demo/GLUT/tom/lorentz.py Lines: 90
OpenGL-Demo PyOpenGL-Demo/GLUT/tom/text.py Lines: 82
OpenGL-Demo PyOpenGL-Demo/dek/OglSurface/triangle.py Lines: 43, 45
OpenGL-Demo PyOpenGL-Demo/proesch/nurbs/nurbs.py Lines: 153, 159
{Artistic License} PymmLib mmLib/OpenGLDriver.py Lines: 112
{LGPL} PyUI pyui/renderers/openglGlut.py Lines: 85
{LGPL} PyUI pyui/renderers/openglPygame.py Lines: 65, 316
{LGPL} PyUI2 renderers/openglGlut.py Lines: 85
{LGPL} PyUI2 renderers/openglPygame.py Lines: 66, 319
{LGPL} PyUI2 renderers/openglSoya.py Lines: 63
{LGPL} PyUI2 system/openglgraphics.py Lines: 70, 371
{LGPL} VisionEgg VisionEgg/SphereMap.py Lines: 293, 300, 544, 843, 1216, 1217
{LGPL} VisionEgg VisionEgg/Textures.py Lines: 1902, 1904
{GPL} GLChess src/lib/scene/opengl/opengl.py Lines: 739, 860
{GPL} GLChess src/lib/scene/opengl/builtin_models.py Lines: 126
{GPL} GLChess src/lib/scene/opengl/new_models.py Lines: 141, 145
{LGPL} Pyggel pyggel/data.py Lines: 219
{LGPL} pygl2d pygl2d/image.py Lines: 181
{LGPL or GPL or MPL} Kamaelia Sketches/THF/3D/playground/Display3D.py Lines: 416, 469
{LGPL or GPL or MPL} Kamaelia Sketches/CL/Topology3D/THF/Kamaelia/UI/OpenGL/OpenGLDisplay.py Lines: 785, 867
{LGPL or GPL or MPL} Kamaelia Sketches/CL/Topology3D/THF/Sketches/playground/Display3D.py Lines: 416, 469
{LGPL or GPL or MPL} Kamaelia Code/Python/Kamaelia/Kamaelia/UI/OpenGL/OpenGLDisplay.py Lines: 784, 866
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