Efficiency in C++

I am using a .net implementation of the arc ball code to display a number of co joined spheres together in a box. Each sphere which makes one shape is specifed by an element in an array which is read from text file.

The code runs fine but I find that rotating the box around is tremendously slow. In this case I am reading in say 100 shapes - each of 3 spheres. I am reading in the information from a text file when the int WINAPI WinMain function is called. and passing these parameters to the Draw function. I find this is very slow and I dont understand exactly why? I should be passing all the variables by reference each time Draw is called hence minimum overhead.

I would use Display lists but all information is in the array.

Am I doing something very silly here?

Below is a snippet of the code:

int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
Application application; // Application Structure
GL_Window window; // Window Structure
Keys keys; // Key Structure
BOOL isMessagePumpActive; // Message Pump Active?
MSG msg; // Window Message Structure
DWORD tickCount; // Used For The Tick Counter

// Fill Out Application Data
application.className = "OpenGL";									// Application Class Name
application.hInstance = hInstance;									// Application Instance

// Fill Out Window
ZeroMemory (&window, sizeof (GL_Window));							// Make Sure Memory Is Zeroed
window.keys					= &keys;								// Window Key Structure
window.init.application		= &application;							// Window Application
window.init.title			= "Lipid Modelling in Open GL";
window.init.width			= 800;									// Window Width
window.init.height			= 600;									// Window Height
window.init.bitsPerPixel	= 32;									// Bits Per Pixel
window.init.isFullScreen	= TRUE;									// Fullscreen? (Set To TRUE)

readmyfile(arr_lipids, N, mybeforefile);
readmyfile(arr_lipids2, N, myafterfile);


ZeroMemory (&keys, sizeof (Keys));									// Zero keys Structure

// Ask The User If They Want To Start In FullScreen Mode?
if (MessageBox (HWND_DESKTOP, "Would You Like To Run In Fullscreen Mode?", "Start FullScreen?", MB_YESNO | MB_ICONQUESTION) == IDNO)
	window.init.isFullScreen = FALSE;								// If Not, Run In Windowed Mode

// Register A Class For Our Window To Use
if (RegisterWindowClass (&application) == FALSE)					// Did Registering A Class Fail?
	// Failure
	MessageBox (HWND_DESKTOP, "Error Registering Window Class!", "Error", MB_OK | MB_ICONEXCLAMATION);
	return -1;														// Terminate Application

g_isProgramLooping = TRUE;											// Program Looping Is Set To TRUE
g_createFullScreen = window.init.isFullScreen;						// g_createFullScreen Is Set To User Default
while (g_isProgramLooping)											// Loop Until WM_QUIT Is Received
	// Create A Window
	window.init.isFullScreen = g_createFullScreen;					// Set Init Param Of Window Creation To Fullscreen?
	if (CreateWindowGL (&window) == TRUE)							// Was Window Creation Successful?
		// At This Point We Should Have A Window That Is Setup To Render OpenGL
		if (Initialize (&window, &keys, sigma, Xbox, N, scalefactor, arr_lipids, arr_lipids2) == FALSE)					// Call User Intialization
			// Failure
			TerminateApplication (&window);							// Close Window, This Will Handle The Shutdown
		else														// Otherwise (Start The Message Pump)
		{	// Initialize was a success
			isMessagePumpActive = TRUE;								// Set isMessagePumpActive To TRUE
			while (isMessagePumpActive == TRUE)						// While The Message Pump Is Active
				// Success Creating Window.  Check For Window Messages
				if (PeekMessage (&msg, window.hWnd, 0, 0, PM_REMOVE) != 0)
					// Check For WM_QUIT Message
					if (msg.message != WM_QUIT)						// Is The Message A WM_QUIT Message?
						DispatchMessage (&msg);						// If Not, Dispatch The Message
					else											// Otherwise (If Message Is WM_QUIT)
						isMessagePumpActive = FALSE;				// Terminate The Message Pump
				else												// If There Are No Messages
					if (window.isVisible == FALSE)					// If Window Is Not Visible
						WaitMessage ();								// Application Is Minimized Wait For A Message
					else											// If Window Is Visible
						// Process Application Loop
						tickCount = GetTickCount ();				// Get The Tick Count
						Update (tickCount - window.lastTickCount);	// Update The Counter
						window.lastTickCount = tickCount;			// Set Last Count To Current Count
						Draw (N,sigma,scalefactor,arr_lipids,arr_lipids2, Xbox);									// Draw Our Scene

						SwapBuffers (window.hDC);					// Swap Buffers (Double Buffering)
			}														// Loop While isMessagePumpActive == TRUE