per pixel operations/static geometry

I’m trying to put per pixel diffuse/bump map/specular lighting into my program. The program consists of about 9000 static polys, and 2000 dynamic polys. Right now the static polys are drawn with a display list, and the dynamic polys are drawn using VAR. Is it possible to use register combiner calls, multitexture calls, and so forth when compiling/executing my display list. Also, is a display list considered to be the most efficient way of drawing static geometry with per pixel effects.

Ultrix

Register combiner setup can be stored in a display list, vertex programs can be stored in a display list…but, display lists are not the fastest method for static geometry on nvidia hardware - VAR is fastest for both dynamic and static geometry…display lists should be used to store register combiner states, and vertex program states…not your geometry (unless you’re targetting non-nvidia hardware).