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
>
>
>