23 lines
No EOL
1.3 KiB
Text
23 lines
No EOL
1.3 KiB
Text
{\rtf1\ansi\ansicpg1253\deff0{\fonttbl{\f0\fnil\fcharset0 Arial;}}
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{\colortbl ;\red163\green21\blue21;}
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{\*\generator Msftedit 5.41.21.2509;}\viewkind4\uc1\pard\cf1\lang1033\b\fs28 Introduction\b0\fs22\par
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\par
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This sample demonstrates the concept of "display lists", which was introduced in OpenGL 1.1.\par
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\par
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Display lists provide the fastest way to display static geometry (even faster than vertex buffer objects in some cases). On the other hand, geometry built into a display list cannot be modified after the fact.\par
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\par
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Please note that display lists are not supported in OpenGL 3.1 or higher.\par
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\b\fs28\par
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Controls\par
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\b0\fs22\par
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Press Esc or click the close button to exit.\par
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\par
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\b\fs28 Implementation\par
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\b0\fs22\par
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1. The OnLoad event handler builds the display lists. OpenGL commands placed within a GL.NewList()-GL.EndList() region are recorded into the display list. (Note that some OpenGL commands cannot be recorded - consult the OpenGL reference for more information).\par
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\par
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2. The OnRenderFrame event handler uses GL.CallLists() to render the display lists. This command takes an array of valid display list ids and "replays" the commands recorded in each list.\par
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\par
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3. The OnUnload event handler uses GL.DeleteLists() to clean up the display lists.\par
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}
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