   Display list speed and memory question
  In my opengl program, I frequently draw a textured box (Always a box, never any other shape) to the screen.  I do this with many sizes and textures for the box, however, it's always a textured box.  Should I save this in a display list, and perform transform and scale operations before I call it?  Or should I just load the four unique vertices everytime?Regards,J   
  Question: how well do you understand display lists? I'm not going to explain them, but if you google you can find out why they are more efficient than explicit glvertex3f() calls and the like.Once you've read a bit on the display lists, you might want to check out this.  It is Nehe's Vertex buffer Object tutorial. Another way to speed up rendering -- though your GPU has to support the operations (it should do, unless you are using something pretty dang old).  Either way, the example from Nehe shows rendering a heightmap...which is much more than you need to know to render quads fast, but the elements of VBOs are in there -- and quite simple :)~Shiny.   ;  Heheh, thanks, actually, I know what they are fine, I just wasn't sure if such an operation would be efficient.  Its not like I am rendering many quads like a terrain, its only only.  And, additionally, I now have to do an extra scale and transform for everyone (which is a lot of multiplies).  Are two matrix mults really faster than just loading in four verts?Thanks,   