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 chris@mccormick.cx
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
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