On Mon, Jun 27, 2011 at 6:17 PM, Glenn Maynard <glenn@zewt.org> wrote: > 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. > I beg to differ. Nearly every game that has a mouse renders a mouse cursor manually. At least all the ones I've played. I quick search on youtube for "rts gameplay" shows this is true. The point is, 1 it's unrelated to mouselock, 2 you can implement it on top of mouselock for now. If that's too slow for your app and there's a huge need something else can be added later. > > But again, this seems like an unrelated feature. > > -- > Glenn Maynard > > >Received on Tuesday, 28 June 2011 07:54:56 UTC
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