Capping in Display Lists?

Is it possible to do capping in a display list? I’ve set it up so that it Draws the object ( a sphere ) fills the stencil buffer, draws the Capping Quadralateral, and clears the stencil buffer all in one draw and call that a whole bunch. If I’ve called the Clipping plane before I’ve made the call to draw the objects in a display list should it still cap?
Because It’s not, it might be a problem with the actual capping though. Just wanted to make sure that it’s possible in the first place.

I do the entire shadow in a display list, cap and all. The display lists should be able to handle all the stencil value switches and culler switches.

It must be the code itself then, it looks right to me however,
void drawSphere( const Point ¢er, const double radius, const QColor &color, int DrawQuality )
{
if(!(glIsEnabled(GL_STENCIL_TEST)))
{
glEnable(GL_STENCIL_TEST);
}
glEnable(GL_LIGHTING);
GLfloat TheColor[4] = { color.red()/255.0, color.green()/255.0, color.blue()/255.0 , 0} ;
glPushMatrix();
static GLUquadricObj* qobj = gluNewQuadric();
glTranslatef( center.x(), center.y(), center.z() );
glColor3f( color.red()/255.0, color.green()/255.0, color.blue()/255.0 );
glStencilFunc(GL_ALWAYS,0x1,~0);
glStencilOp(GL_REPLACE,GL_REPLACE,GL_INVERT);
gluSphere( qobj, radius,DrawQuality, DrawQuality );
glPopMatrix();

glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glColor3f( color.red()/255.0, color.green()/255.0, color.blue()/255.0 );
glStencilFunc(GL_EQUAL,0x1,~0);
glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
glBegin(GL_QUADS);
glVertex2f(-1.0,-1.0);
glVertex2f(1.0,-1.0);
glVertex2f(1.0,1.0);
glVertex2f(-1.0,1.0);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
See what’s going on?