Might be a bit out of place here but I was wondering when you are
compiling a displaylist does the amount of calls to glVertex3f (or
other data) have an impact on the time it takes to execute that
display list afterwards ?

And if so would using glDrawArray make a significant reduction in that
time ?

I'm having an issue where calling a displaylist (containing about 70
faces) a 100 times is dropping my framerate in the low 20's on a
GeForce 9800X2 .... Cpu usage is also a measly 40-50% so it shouldn't
be bottlenecking the processor and since I'm using glCallList it
shouldn't send all the vertex data over the pipeline each frame
right ?

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