Original Post
First I allocate the list with glGenLists. Then I build the actual list commands by starting with glNewList(dlMyList, GL_COMPILE), and ending with glEndList(). But for some reason, it doesn't do squat with the display list. All it does is render to the screen anyway, and any subsequent calls to the display list draw nothing. Besides non-opengl code, this is the only gl code that is inside of the list:
// Specify filtering and edge actions
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D,Image->Texture);
glPushMatrix();
glTranslatef(-1+x, 1+y, z);
float r = ((float)Image->Width / (float)DesignWidth) * (float)2.0f;
float b = ((float)Image->Height / (float)DesignHeight) * (float)2.0f;
glBegin(GL_QUADS);
glTexCoord2f(0.0f,0.0f); glVertex3f(0, 0, z);
glTexCoord2f(0.0f,1.0f); glVertex3f(0, -b, z);
glTexCoord2f(1.0f,1.0f); glVertex3f(r, -b, z);
glTexCoord2f(1.0f,0.0f); glVertex3f(r, 0, z);
glEnd();
glPopMatrix();
Any idea what could be causing the problem? Do you need any more information?