[PD] Gem - glutWarpPointer?

Hans-Christoph Steiner hans at eds.org
Wed Dec 19 07:03:26 CET 2007


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 at 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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