gl.CallList(list)
gl.CallList()
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,
gl.CallList()
is ignored.
gl.CallList()
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 gl.CallList()
. Thus, changes made to GL state during the execution
of a display list remain after execution of the display list is completed. Use gl.PushAttrib(),
gl.PopAttrib(), gl.PushMatrix(), and gl.PopMatrix()
to preserve GL state across gl.CallList()
calls.
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.
Please consult an OpenGL reference manual for more information.
#GL_MAX_LIST_NESTING