gl.CallLists(listArray)
gl.CallLists()
causes each display list in the list of names passed as lists to be executed.
As a result, the commands saved in each display list are executed in order, just as if they
were called without using a display list. Names of display lists that have not been defined are ignored.
gl.CallLists()
provides an efficient means for executing more than one display list.
An additional level of indirection is made available with the gl.ListBase() command, which specifies an unsigned offset that is added to each display-list name specified in lists before that display list is executed.
gl.CallLists()
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.CallLists()
. 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.CallLists()
calls.
Please consult an OpenGL reference manual for more information.
#GL_LIST_BASE
gl.Get() with argument #GL_MAX_LIST_NESTING