Sign in to follow this  
Necrolyte

glCallList() issue

Recommended Posts

I am making a program in which I have alot of display lists.

I generate the display lists. Everything is fine.

But when I start calling the display lists with glCallList(); my program's memory usage goes up(from 70MB to 1GB++).

EDIT:After some testing, I found that removing glBegin(); and glEnd(); from my display lists and placing these commands outside of my display lists solved my memory issue.. but significantly lowers my framerate.

[Edited by - Necrolyte on December 11, 2010 7:45:15 AM]

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this