El dt 14 de 12 de 2010 a les 01:30 +0200, en/na Stefanos A. va escriure:
> As a game developer who recently had to implement mouse/keyboard input
> for Windows, Linux (core and XI2) and Mac OS X, let me try to describe
> how an ideal input system would work. This will be slightly
> gaming-centric b
As a game developer who recently had to implement mouse/keyboard input for
Windows, Linux (core and XI2) and Mac OS X, let me try to describe how an
ideal input system would work. This will be slightly gaming-centric but I
believe the following also covers VMWare's use case completely.
There's som
On 12/13/2010 09:41 PM, Kristian Høgsberg wrote:
2010/12/9 Thomas Hellstrom:
Kristian, Others,
On 12/09/2010 08:36 PM, Kristian Høgsberg wrote:
I'm interested in how Wayland deals with input&about mouse coordinates.
Currently Blender can fake off screen mouse coordinates
2010/12/9 Thomas Hellstrom :
> Kristian, Others,
>
> On 12/09/2010 08:36 PM, Kristian Høgsberg wrote:
>>
>>> I'm interested in how Wayland deals with input& about mouse coordinates.
>>>
>>> Currently Blender can fake off screen mouse coordinates on X11 by
>>> hiding the cursor warping the position
Subject line so it is more specific
> than "Re: Contents of wayland-devel digest..."
>
>
> Today's Topics:
>
>1. Re: Blender3D & cursor clamping. (Kristian H?gsberg)
>
>
> --
Kristian, Others,
On 12/09/2010 08:36 PM, Kristian Høgsberg wrote:
I'm interested in how Wayland deals with input& about mouse coordinates.
Currently Blender can fake off screen mouse coordinates on X11 by
hiding the cursor warping the position.
However it would be a lot nicer if the Wayland
On Sun, Dec 5, 2010 at 8:27 PM, Campbell Barton wrote:
> Hi there, I'm interested in porting blender3d to Wayland. Currently we
> use an internal library which is a bit like SDL, talking to X11, Win32
> and Cocoa directly.
Hi Campbell,
That's exciting, let me know what problems you run into, but
Hi there, I'm interested in porting blender3d to Wayland. Currently we
use an internal library which is a bit like SDL, talking to X11, Win32
and Cocoa directly.
Since we use OpenGL directly for all drawing I don't expect the port
to be all that big a deal.
I'm interested in how Wayland deals wit