If I use DLon=1; The performance is 4-5 times better on a windows system. On OSX there is no performance gain.
What am I doing wrong?

if (DLon == 1) {
if (DLbuild == 1) {
DLtest = glGenLists(1);
glNewList(DLtest, GL_COMPILE);
init_textures.iso.bind();
for (int i = 0; i <= 4800; i = i + 32) {
for (int j = 0; j <= 6400; j = j + 64) {
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(j, i);
glTexCoord2f(1, 0);
glVertex2f(j + init_textures.iso.getTextureWidth(), i);
glTexCoord2f(1, 1);
glVertex2f(j + init_textures.iso.getTextureWidth(), i + init_textures.iso.getTextureHeight());
glTexCoord2f(0, 1);
glVertex2f(j, i + init_textures.iso.getTextureHeight());
glEnd();
}
}
init_textures.iso2.bind();
for (int i = 16; i <= 4800; i = i + 32) {
for (int j = 32; j <= 6400; j = j + 64) {
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(j, i);
glTexCoord2f(1, 0);
glVertex2f(j + init_textures.iso2.getTextureWidth(), i);
glTexCoord2f(1, 1);
glVertex2f(j + init_textures.iso2.getTextureWidth(), i + init_textures.iso2.getTextureHeight());
glTexCoord2f(0, 1);
glVertex2f(j, i + init_textures.iso2.getTextureHeight());
glEnd();
}
}
glEndList();
System.out.println("DLcompiled");
DLbuild = 4;
}
glCallList(DLtest);
} else {
init_textures.iso.bind();
for (int i = 0; i <= 4800; i = i + 32) {
for (int j = 0; j <= 6400; j = j + 64) {
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(j, i);
glTexCoord2f(1, 0);
glVertex2f(j + init_textures.iso.getTextureWidth(), i);
glTexCoord2f(1, 1);
glVertex2f(j + init_textures.iso.getTextureWidth(), i + init_textures.iso.getTextureHeight());
glTexCoord2f(0, 1);
glVertex2f(j, i + init_textures.iso.getTextureHeight());
glEnd();
}
}
init_textures.iso2.bind();
for (int i = 16; i <= 4800; i = i + 32) {
for (int j = 32; j <= 6400; j = j + 64) {
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(j, i);
glTexCoord2f(1, 0);
glVertex2f(j + init_textures.iso2.getTextureWidth(), i);
glTexCoord2f(1, 1);
glVertex2f(j + init_textures.iso2.getTextureWidth(), i + init_textures.iso2.getTextureHeight());
glTexCoord2f(0, 1);
glVertex2f(j, i + init_textures.iso2.getTextureHeight());
glEnd();
}
}
}