How does glCallList improve performance?

I am new to OpenGL. I wrote a program before recognizing OpenGL mapping lists. It’s quite difficult to use them now, as my code contains a lot of gl lines all over the world. So I'm curious how much I lost in performance.

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It depends on static geometry, but it can help a lot, but display lists become obsolete in favor of VBOs (vertex buffer objects) and similar methods that allow you to load geometry data onto a map call draw calls that use this data.

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Source: https://habr.com/ru/post/1735824/


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