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Home/ Questions/Q 9096271
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Editorial Team
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Editorial Team
Asked: June 16, 20262026-06-16T23:48:13+00:00 2026-06-16T23:48:13+00:00

I have found a difficulty in my opengl game i am creating. i have

  • 0

I have found a difficulty in my opengl game i am creating. i have a camara class with code that should all work. i.e.

void keyboard (unsigned char key, int x, int y) {

    keyStates[key] = false;

    if (key=='q')
    {
    xrot += 1;
    if (xrot >360) xrot -= 360;
    }

    if (key=='z')
    {
    xrot -= 1;
    if (xrot < -360) xrot += 360;
    }
etc..

}

however, when i try to put this into my main() it throws up an exception handling error. my main code is:

int main(int argc,char** argv)
{

    SDL_Init(SDL_INIT_EVERYTHING);
    SDL_Surface* screen=SDL_SetVideoMode(640,480,32,SDL_SWSURFACE|SDL_OPENGL);
    bool running=true;
    Uint32 start;
    SDL_Event event;
    init();
    glutKeyboardFunc(keyboard);

    while(running)
    {

        start=SDL_GetTicks();


        while(SDL_PollEvent(&event))
        {
            switch(event.type)
            {

                case SDL_QUIT:
                    running=false;
                    break;
            }
        }

        display();

        SDL_GL_SwapBuffers();
        angle+=0.0;
        if(angle>360)
            angle-=360;
        if(1000/30>(SDL_GetTicks()-start))
            SDL_Delay(1000/30-(SDL_GetTicks()-start));  
    }

    SDL_Quit();

    return 0;   

}

sorry if my code is unclear, i have blender integrated into the opengl.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-16T23:48:15+00:00Added an answer on June 16, 2026 at 11:48 pm

    First of all, why are you using GLUT and SDL at the same time? SDL provides all the facilities that GLUT does, but generally better. You can use the event queue SDL provides for input, and not GLUT’s keyboard function.

    Second, I’m pretty sure that attempting to use any GLUT functions without calling glutInit(argc, argv) will cause it to hard shut down the program. Looking at some documentation, that definitely seems to be the case. Try removing that, and extend your SDL event cases to handle keyboard input. Here is a small and simple example for doing just that.

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