Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Rasmadrak

Display List questions:

This topic is 5239 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello there! I'm just wondering, is it necessary to put a glBegin() and glEnd() in each display list?? I mean, if there's no texturebinding going on, would this work? or perhaps a display list without glBegin would do nothing? but if I put:
glBegin(GL_QUADS);
  for (int i=0; i < 5000; i ++)
   {
   glTranslatef(unit[i].x,unit[i].y,unit[i].z);
   glCallList(BigNastyBox);  //big nasty box is built WITHOUT glbegin();

   }
glEnd();
do you think this would work? I'm not able to test it right now, so if anyone got a quick answer, please let me know! Cheers! [edited by - Rasmadrak on April 16, 2004 12:35:48 PM]

Share this post


Link to post
Share on other sites
Advertisement
The display list is just a container of OpenGL commands, nothing more. There''s nothing wrong with not having glBegin/glEnd in there, but if you don''t have them there, you have to manually put them around the call to the display list.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!