Originally Posted by
User137
I did some tests long ago about displaylists, and found that they draw faster than other methods. Idea is similar to compiled code and interpreted code, where you normally would have own rendering class code to manage materials, textures, polygon groups etc. With displaylist only "recorded" real rendering related actions are done, and you can free all the model data arrays from memory. There was always a performance gain even if just glDrawElements or glDrawArrays being the only call in the displaylist. Found VBO's much harder to use.
Bookmarks