Hello Drew and penpfault
Thank you for your feedback. I appreciate you guys taking the time to help. Simplified version of my list is like this
List_A
glrotate
glbegin
32 segment 2D eclipse
glend
What I do know is, whenever I do a glcallist(List_A) within another Display List, the GPU takes the original vertex and do a glrotate. I am making this assumption because without the glrotate in it, 5000 copies of this display list renders at 2/3 the time it takes with glrotate included.
So I am guessing, with only 4 glrotate angles required for the task, it is better to store the eclipse, pre-rotated into 4 display list, than to call the list and transform the original vertices 5000 times. At this moment, I am doing it the way penpfault mentioned, by doing matrix transformations manually by code and storing the results in 4 display list.
I am wondering if there is a method of acheiving the same result using only opengl commands without resorting to CPU based matrix computation to pre-calculate the rotated vertices?
Gary