// calls swap buffers, etc.
try {
if (autoFlush){
- Display.update();
+ Display.update(false);
}else{
Display.processMessages();
Thread.sleep(50);
if (frameRate > 0)
Display.sync(frameRate);
+ if (renderable.get()){
+ if (autoFlush){
+ // check input after we synchronize with framerate.
+ // this reduces input lag.
+ Display.processMessages();
+ }
+ }
+
// Subclasses just call GLObjectManager clean up objects here
// it is safe .. for now.
renderer.onFrame();
import com.jme3.input.event.MouseMotionEvent;
import com.jme3.math.FastMath;
import com.jme3.system.AppSettings;
-import com.jme3.texture.Image;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture2D;
import com.jme3.ui.Picture;
-import com.jme3.util.BufferUtils;
-import java.nio.ByteBuffer;
-import java.nio.IntBuffer;
-import java.util.logging.Level;
-import java.util.logging.Logger;
-import org.lwjgl.LWJGLException;
-import org.lwjgl.input.Cursor;
-import org.lwjgl.input.Mouse;
public class TestSoftwareMouse extends SimpleApplication {
public static void main(String[] args){
TestSoftwareMouse app = new TestSoftwareMouse();
+
+// AppSettings settings = new AppSettings(true);
+// settings.setFrameRate(60);
+// app.setSettings(settings);
+
app.start();
}
@Override
public void simpleInitApp() {
flyCam.setEnabled(false);
- inputManager.setCursorVisible(false);
+// inputManager.setCursorVisible(false);
Texture tex = assetManager.loadTexture("Interface/Logo/Cursor.png");