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This is my first bug report in ages so bear with me...
The typical way of getting cursor delta positions and re-centering the cursor each frame to get FPS like input doesn't work well with SFML in OSX.
The problem appears to be that CGDisplayMoveCursorToPoint() causes the cursor to come to a complete stop for a second or two before it can move again. It's as if it loses all it's current speed and has to re-accelerate again from 0.
In a situation where you compare the cursor's current position with the one it had the previous frame and then re-center it, you can only get a couple of pixels of movement each second (1-5 pixels in either direction, depending on how violently you move the mouse).
Finding a way to position the cursor without causing it to decellerate completely seems to be the only solution.
This is my first bug report in ages so bear with me...
The typical way of getting cursor delta positions and re-centering the cursor each frame to get FPS like input doesn't work well with SFML in OSX.
The problem appears to be that CGDisplayMoveCursorToPoint() causes the cursor to come to a complete stop for a second or two before it can move again. It's as if it loses all it's current speed and has to re-accelerate again from 0.
In a situation where you compare the cursor's current position with the one it had the previous frame and then re-center it, you can only get a couple of pixels of movement each second (1-5 pixels in either direction, depending on how violently you move the mouse).
Finding a way to position the cursor without causing it to decellerate completely seems to be the only solution.
In an attempt to not sound more confusing I'll just link to the thread I created about this in the forums: http://www.sfml-dev.org/forum/viewtopic.php?p=31550#31550
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