On the contrary, Microsoft itself discourages DirectInput or WM_MOUSEMOVE: "Summary
Overall, the best method to receive high-definition mouse movement data is WM_INPUT. If your users are just moving a mouse pointer, then consider using WM_MOUSEMOVE to avoid needing to perform pointer ballistics. Both of these window messages will work well even if the mouse isn't a high-definition mouse. By supporting high definition, Windows games can offer more precise control to users." http://msdn.microsoft.com/en-us/library/ee418864%28v=VS.85%29.aspx On Wed, Apr 7, 2010 at 2:02 PM, Tim Angus <t...@ngus.net> wrote: > On 07/04/2010 11:57, Michael Menegakis wrote: >> >> Has anyone started such a work? I noticed SDL1.2 does not use WM_INPUT >> for Mouse movement on Windows so I got interested. [SDL1.3 does] > > I would be surprised if it actually makes that much difference. AFAIU, > DirectInput implementations in recent version of DirectX are simply COM > wrappers for WM_INPUT. Furthermore, such a wrapper would have to be > extremely fucked up to introduce any software latency compared to WM_INPUT. > >> Alternatively, has anyone managed to hack WM_INPUT on SDL1.2? > > I doubt there will be a lot of enthusiasm for that as that's what 1.3 uses > anyway [as you say]. > > _______________________________________________ > ioquake3 mailing list > ioquake3@lists.ioquake.org > http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org > By sending this message I agree to love ioquake3 and libsdl. > _______________________________________________ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.