glutWarpPointer lag and fps movement - Printable Version
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glutWarpPointer lag and fps movement - Ropeburn - Jan 18, 2011 06:40 PM
I have a windows/mac game based on glut and have noticed that the glutWarpPointer function on the mac introduces alot of lag. Makes the game unplayable. From what I've read, it is a known problem. I replaced glutWarpPointer with my own code wrapped around CGDisplayMoveCursorToPoint, but it doesn't perform any better.
How can I warp the cursor to the center of the screen without the lag? How are people writing fps games for the Mac?
RE: glutWarpPointer lag and fps movement - OneSadCookie - Jan 18, 2011 06:56 PM
You need to call CGSetLocalEventsSuppressionInterval to turn off the delay (which will fix glutWarpPointer too), but you shouldn't be using GLUT at all
RE: glutWarpPointer lag and fps movement - Ropeburn - Jan 18, 2011 09:02 PM
I'll give that a try tommorrow and post afterwards.
So, if I am not to use GLUT, and I was to stay crossplatform, what would you recommend? It is a valid apple supported framework, isn't it?
RE: glutWarpPointer lag and fps movement - OneSadCookie - Jan 18, 2011 09:47 PM
It's not really intended for shipping a game. For one thing, it has that awful settings window that you can't get rid of. The keyboard input routines leave much to be desired, and the full-screen management is pretty awful, too.
SDL is a possibility if you really want cross-platform. It's not a perfect Mac citizen, but there's plenty of commercial games using it. It also exists for iOS, which GLUT doesn't as far as I know.
If you're willing to learn a little, you can roll your own shell for each platform you care about. It's not much code per platform, and you can be a better citizen on each than something like SDL allows.