Comments (3)
Also, worth noting that io.MouseDelta
is also incorrect during these warps and will match the calculated delta above, so I don't know if I have any alternatives...
EDIT: the issue also happens with the GLFW backend, so it's not SDL-specific.
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Linking to #228 for completeness as it suggest using similar code.
Will investigate this issue when I can. Thank you!
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No problem! I managed to work around it for now using SDL's relative mouse mode directly, but hopefully this is a simple issue; UI controls that wrap around are pretty common and handy.
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