void glCallList( GLuint list )
Specifies the integer name of the display list to be executed.
glCallList causes the named display list to be executed. The commands saved in the display list are executed in order, just as if they were called without using a display list. If list has not been defined as a display list, glCallList is ignored.
glCallList 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 glCallList. Thus, changes made to GL state during the execution of a display list remain after execution of the display list is completed. Use glPushAttrib, glPopAttrib, glPushMatrix, and glPopMatrix to preserve GL state across glCallList calls.
Display lists can be executed between a call to glBegin and the corresponding call to glEnd, as long as the display list includes only commands that are allowed in this interval.
glGet with argument GL_MAX_LIST_NESTING
glCallLists(3G), glDeleteLists(3G), glGenLists(3G), glNewList(3G), glPushAttrib(3G), glPushMatrix(3G)
glBegin.3G(3), glCallLists.3G(3), glDeleteLists.3G(3), glGenLists.3G(3), glIslist.3G(3), glNewList.3G(3), glPixelTransfer.3G(3), glVertex.3G(3).