Using system cursor instead of Torque's openGL cursor ?
by Orion Elenzil · in Torque Game Engine · 08/22/2006 (9:15 am) · 0 replies
Hi All -
for a few reasons we'd like to get rid of TGE's openGL cursor entirely and just use the standard (windows) system cursor. i did a search but didn't turn up anything useful. any words of advice ?
the reasons:
* the openGL cursor is tied to the openGL framerate, which on various systems and at various times can be quite slow or subject to glitches. this is just a bad user experience. we're all used to the cursor being responsive!
* speaking of things we're used to, we're all used to the system cursor. - our app is windowed only, never full screen, so it'd be nice to pretend we're a normal window like any other app in this department.
* we're embedding an activeX browser in the TGE window and having difficulty getting the events which tell us when to enable/disable the TGE cursor and the system cursor. - this is the clincher.
any pointers would be awesome. (yuk yuk)
tia, orion
for a few reasons we'd like to get rid of TGE's openGL cursor entirely and just use the standard (windows) system cursor. i did a search but didn't turn up anything useful. any words of advice ?
the reasons:
* the openGL cursor is tied to the openGL framerate, which on various systems and at various times can be quite slow or subject to glitches. this is just a bad user experience. we're all used to the cursor being responsive!
* speaking of things we're used to, we're all used to the system cursor. - our app is windowed only, never full screen, so it'd be nice to pretend we're a normal window like any other app in this department.
* we're embedding an activeX browser in the TGE window and having difficulty getting the events which tell us when to enable/disable the TGE cursor and the system cursor. - this is the clincher.
any pointers would be awesome. (yuk yuk)
tia, orion
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