Tag Info

New answers tagged

1

In my case, modify glutWarpPointer(centerX, centerY); to something like if (x != centerX || y != centerY) glutWarpPointer(centerX, centerY); perfectly solved the problem. The problem is caused by glutWarpPointer triggering another passive motion event to (centerX, centerY), which results in a loop and/or floods the event queue. To avoid it, simply ...



Top 50 recent answers are included