while (SDL_PollEvent(&event)); // Clear out all the current events. for (int i=0;i<255; i++) state.keys[i] = false; while (!state.endgame) { glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity (); testsprite.draw_part (2); activemap->draw_part (0); testsprite.draw_part (1); activemap->draw_part (1); testsprite.draw_part (0); mouse->draw (); SDL_GL_SwapBuffers (); while (SDL_PollEvent(&event)) eventhandle (); pollbindings (); //SDL_Delay (1); updatefps (); }