you need to either specify object matrix directly (as if loading objects from a 3DS file) like this:
glMatrixMode(GL_MODELVIEW); // we are going to manipulate object matrix
for(int i = 0; i <= 5; i++) {
glPushMatrix(); // save the current modelview (assume camera matrix is there)
glMultMatrixf(pointer_to_object_matrix(i)); // apply object matrix
glCallList( OBJECT_LIST[i]);
glPopMatrix(); // restore modelview
}
Looking at this, also note you can't store matrix operations in display lists (ie. if your load_obj() function is setting up matrices anyhow, it won't work because these operations are not "recorded").
The other option is to use some simple object positioning scheme, such as this:
glMatrixMode(GL_MODELVIEW); // we are going to manipulate object matrix
for(int i = 0; i <= 5; i++) {
glPushMatrix(); // save the current modelview (assume camera matrix is there)
glTranslatef(object_x(i), object_y(i), object_z(i)); // change object position
glRotatef(object_yaw(i), 0, 1, 0);
glRotatef(object_pitch(i), 1, 0, 0);
glRotatef(object_roll(i), 0, 0, 1); // change object rotations
glCallList( OBJECT_LIST[i]);
glPopMatrix(); // restore modelview
}
Either way, you need to write some extra functions (pointer_to_object_matrix or object_[x, y, z, yaw, pitch and roll]). If you are just looking to display some objects, try this:
glMatrixMode(GL_MODELVIEW); // we are going to manipulate object matrix
for(int i = 0; i <= 5; i++) {
glPushMatrix(); // save the current modelview (assume camera matrix is there)
const float obj_step = 50; // spacing between the objects
glTranslatef((i - 2.5f) * obj_step, 0, 0); // change object position
glCallList( OBJECT_LIST[i]);
glPopMatrix(); // restore modelview
}
Hope it helps ...