'SDL or OpenGL unexpected behavior (Process termiated with status -1073741510 (o minutes, 6 seconds))
I have the following code and it compiles successfully but when I execute the program the following message appears.
Process terminated with status -1073741510 (0 minute(s), 3 second(s))
What am I doing wrong?
here's the code:
#include <SDL.h>
#include <stdio.h>
#include <stdlib.h>
#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif // WIN32
#if defined(__APPLE__) && defined(__MACH__)
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glut.h>
#endif // defined
const GLsizei windowWidth = 500;
const GLsizei windowHeight = 500;
GLfloat cubeRotateX = 45.0f;
GLfloat cubeRotateY = 45.0f;
const Uint8 *keys = NULL;
GLvoid establishProjectionMatrix(GLsizei width, GLsizei height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0f, (GLfloat)width / (GLfloat)height, 0.1f, 200.0f);
}
GLvoid initGL(GLsizei width, GLsizei height)
{
establishProjectionMatrix(width, height);
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_PERSPECTIVE_CORRECTION_HINT);
}
GLvoid displayFPS(GLvoid)
{
static long lastTime = SDL_GetTicks();
static long loops = 0;
static GLfloat fps = 0.0f;
int newTime = SDL_GetTicks();
if (newTime - lastTime > 100)
{
float newFPS = (float)loops / float(newTime - lastTime) * 1000.0f;
fps = (fps + newFPS) / 2.0f;
char title[80];
printf(title, "OpenGL Demo - %2f", fps);
SDL_SetWindowTitle(NULL, title);
lastTime = newTime;
loops = 0;
}
loops++;
}
GLvoid drawScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -5.0f);
glRotatef(cubeRotateX, 1, 0, 0);
glRotatef(cubeRotateY, 0, 1, 0);
//draw cube
glBegin(GL_QUADS);
//top face
glColor3f(1.0f, 0.5f, 0.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
//bottom face
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
//front face
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
//back face
glColor3f(1.0f, 1.0f, 0.0f);
glVertex3f( 1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f( 1.0f, -1.0f, -1.0f);
//left face
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
//right face
glColor3f(1.0f, 0.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
glEnd();
glFlush();
displayFPS();
}
GLboolean checkKeys(GLvoid)
{
static long lastTime = SDL_GetTicks();
const GLfloat speed = 1.0f;
const long updateTime = 10;
if (keys[SDLK_ESCAPE])
return true;
long newTime = SDL_GetTicks();
if (newTime - lastTime > updateTime)
{
if(keys[SDLK_LEFT])
cubeRotateY -= speed;
if(keys[SDLK_RIGHT])
cubeRotateY += speed;
if(keys[SDLK_UP])
cubeRotateX -= speed;
if(keys[SDLK_DOWN])
cubeRotateX += speed;
}
return false;
}
int main(int argc, char* argv[])
{
SDL_Window* window = SDL_CreateWindow("SDL2_Demo",SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, windowWidth, windowHeight,SDL_WINDOW_OPENGL);
SDL_GL_SetSwapInterval(1);
SDL_GL_SwapWindow(window);
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
fprintf(stderr, "Unable to initialize SDL %s", SDL_GetError());
} exit(1);
if (&window == NULL)
{
fprintf(stderr, "Unable to iCreate OpenGL scene %s", SDL_GetError());
exit(2);
}
initGL(windowWidth, windowHeight);
int done = 0;
while (!done)
{
SDL_Event event;
while(SDL_PollEvent(&event))
{
drawScene();
if (event.type == SDL_QUIT)
done = 1;
keys = SDL_GetKeyboardState(NULL);
}
if (checkKeys())
done = 1;
}
SDL_Quit();
return 1;
}
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
| Solution | Source |
|---|
