Sure you can use display lists for these things. However you will pay a price in that you will lose some flexibility in the effects you can use, e.g. animated textures will not be possible, fragment color manipulation will not be possible. But normal lighting and static textures are quite doable. For animated models, you just use an array of display lists, you won’t get interpolated animation this way however. If you want to use animated textures and interpolated model animation, I’d use vertex arrays. And if there is going to be a good deal of multipass rendering, I’d use compiled vertex arrays if available.
[This message has been edited by DFrey (edited 07-27-2000).]
Use display lists for any group of calls which you’re going to use repeatedly with the same parameters. So boxes and trees, yes. Particles and animated 3ds models, no, because vertex positions are going to be changing all the time.
You can certainly change camera settings, lighting etc. OpenGL renders a display list using the current state at the point where you call the list, not the point where you compiled it.