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White Rabbit

WarpMouse problem

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There was this WarpMouse problem that the new SDL release resolved, that's not it, the problem is that in these 3 lines of code... SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE); SDL_WarpMouse(1.0/4.0*width, 1.0/4.0*height); SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE); ... i'de expect that the mouse motion event generated by the warpmouse funtion would be ignored, still is not. I have a 4 viewport program, and everytime i change viewports is kind of nice to have the mouse right at the center of it, so i did it, the problem is that, i have a spherical moving camera on a perspective viewport, and when ever i change to that viewport, the view is not as it was suposed to, ex... ####0000 # 1 #0 2 0 consider this the viewports ####0000 and viewport 2 is the one in perspective 0000#### 0 3 0# 4 # 0000#### when i change from viewport 3 to viewport 2 the camera in viewport 2 is changed in the direction of viewport 3, a cube originally at the center of viewport 2, after a visit to viewport 3, would be at the upper right corner of the viewport, as if the camera moved to the lower left corner (wich is the direction of the mousewarp to viewport 3), if i try with another viewport, happens the same thing. I really don't know if i've made myself clear with this, but the bottom line is, is there a way of filtering that mousemovement event in particular, i need mousemovement to move the camara can't remove it completly, is there something i missed, someother method of getting arround this mouse movement event generated by warpmouse? btw, i am sure that's warp mouse that's tilting the camera at viewport 2, if i don't use the warpmouse funtion this doesn't happen "Follow the white rabbit." [edited by - White Rabbit on April 17, 2002 3:42:57 AM]

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