NeHe strikes again.
Bitmap fonts use display lists internally; each character is a single display list (containing only 4 vertexes) and drawing many characters is going to result in many display list calls - in other words it's going to be not much faster than immediate mode. Additionally display lists will have some small overhead of their own, and your driver might just suck at them (an OpenGL driver is just obliged to support display lists - the spec says nothing about doing so efficiently!). Even assuming that your driver doesn't suck at display lists, in order to get value out of them you really need to be pushing a lot of commands and/or data in each list. And like I said, here we're talking about 4 vertexes tops (and who knows what kind of command wglUseFontBitmaps compiles into it's lists?)
There are plenty of ways of getting text onscreen in an OpenGL application, and the right answer depends on whether or not you want anything fancy. A simple 256x256 texture containing the characters in a 16x16 grid, with texture coords to use derived from the character to be drawn is probably the most basic; if you need anything beyond that there are other solutions available.
Thank you for your reply.
I need something simple and fast but preferably to be able to change position, size, color, and not rotate with object.
I think it might be that my driver suck at display list. But I am not in control of what hardware or software end user will have on they machine so something stable working on most of the Windows XP and Windows 7 machines would be good enough for me.
I have Intel HD Graphics 3000 with up to 1696MB total graphics memory
with OpenGL 3.0 if this is any help.