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Re: Mouse Lock

From: Glenn Maynard <glenn@zewt.org>
Date: Mon, 27 Jun 2011 21:17:02 -0400
Message-ID: <BANLkTimYUQGFP-+ygXe5-GQfJPpoH=SCgQ@mail.gmail.com>
To: "Gregg Tavares (wrk)" <gman@google.com>
Cc: Aryeh Gregor <Simetrical+w3c@gmail.com>, Simon Pieters <simonp@opera.com>, "Tab Atkins Jr." <jackalmage@gmail.com>, Adam Barth <w3c@adambarth.com>, Vincent Scheib <scheib@google.com>, Brandon Andrews <warcraftthreeft@sbcglobal.net>, Charles Pritchard <chuck@jumis.com>, Kenneth Russell <kbr@google.com>, robert@ocallahan.org, public-webapps@w3.org
On Mon, Jun 27, 2011 at 8:59 PM, Gregg Tavares (wrk) <gman@google.com>wrote:

> As far as I know if a game wants to limit movement of the mouse inside a
> window they just mouselock and display their own mouse pointer. The original
> is hidden and their pointer logic uses the deltas to move their software
> mouse pointer.

Rendering a cursor manually is a non-option.  It invariably results in a
laggy mouse cursor, even in native applications.  Even a single extra frame
of latency makes a mouse painful to use.

But again, this seems like an unrelated feature.

Glenn Maynard
Received on Tuesday, 28 June 2011 01:17:38 UTC

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