On Dec 16, 2007, at 10:31 PM, Chris McCormick wrote: > On Mon, Dec 17, 2007 at 12:14:25AM -0500, Hans-Christoph Steiner > wrote: >> On Dec 16, 2007, at 1:07 AM, Chris McCormick wrote: >>>> On Dec 14, 2007 4:43 AM, Chris McCormick <[EMAIL PROTECTED]> >>>> wrote: >>>>> My dream of writing a quake style shooter in Gem (heh) has been >>>>> foiled. >>>>> Apparently neither Gem nor luagl support the glutWarpPointer call >>>>> which >>> >>> On Fri, Dec 14, 2007 at 09:43:24AM -0600, chris clepper wrote: >>>> It would mean requiring GLUT to build GEM, which is a dependency >>>> we removed >>>> a while ago. Also, this function apparently does not work on OSX. >>> >>> Ah ok, I'm glad Gem doesn't depend on GLUT. Do you know how games >>> like >>> Quake get mouse-look values on OSX without allowing the mouse to go >>> outside the window? >> >> They probably use the USB HID API for getting the data directly from >> the devices. Then you can turn off the mouse pointer and ignore it >> completely. > > That didn't sound portable enough to me (not all mice are USB), so I > checked the Quake3 source code and they use a Core Graphics call/ > callback > on Mac OSX. > > I think I'll wrap SDL in some externals and let it take care of all of > this for me.
I think an SDL external can be useful. I chose not to use SDL for [hid] because it does not allow raw access to the data from the device. [hid] doesn't work on Windows, [hidio] isn't done yet, but that will work on all three platforms. .hc ------------------------------------------------------------------------ ---- Looking at things from a more basic level, you can come up with a more direct solution... It may sound small in theory, but it in practice, it can change entire economies. - Amy Smith _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
