I've just been trying to add mouse input to my 3D world, but I've been running into some problems with GLUT mouse input. When I used to use DirectInput, it let you choose the option of returning relative coordinates, so if you wanted to compute player position, you could do something like this:
However, when GLUT returns mouse coordinates, they are in absoloute coordinates, whithin the range of the user's screen res. So I thought, "No problem; I can just subtract the previous location of the mouse to get relative coordinates."Code:Player.x += iAmountMoved.x; Player.y += iAmountMoved.y;
But of course I didn't think of the problem that I get when the mouse reaches the screen's edge. So my mouse-input method only works as long as the mouse is not at the edge of the screen. Not very practical for a FPS.
So now what? Is there a way to request relative coordinates from GLUT, or should I just scrap this idea and start over using something more flexible, like SDL?