Disabling DGA mouse

If a game doesn’t need high-precision relative mouse motion, it never
needs to use DGA. Just stick this code fragment in the initialization
and you’ll never encounter the bugs with DGA and XFree86 4.0 with SDL:

#ifdef linux
// Sam 5/23 - Don’t ever use DGA, we don’t need it for this game.
if ( ! getenv(“SDL_VIDEO_X11_DGAMOUSE”) ) {
putenv(“SDL_VIDEO_X11_DGAMOUSE=0”);
}
#endif

See ya!–
-Sam Lantinga, Lead Programmer, Loki Entertainment Software

If a game doesn’t need high-precision relative mouse motion, it never
needs to use DGA. Just stick this code fragment in the initialization
and you’ll never encounter the bugs with DGA and XFree86 4.0 with SDL:

Cool. What exactly is WRONG with the Xfree86 4.0 DGA mouse code anyways, and
when will we see a fix?

-Sam Lantinga, Lead Programmer, Loki Entertainment Software

Nicholas

vining at pacificcoast.net wrote:

Cool. What exactly is WRONG with the Xfree86 4.0 DGA mouse code anyways, and
when will we see a fix?

Is this what is causing the mouse-acceleration to be insane in Q3A, UT
etc.? (almost makes them unplayable…)

Yrs. sincerely,
/morten bek

vining at pacificcoast.net wrote:

Cool. What exactly is WRONG with the Xfree86 4.0 DGA mouse code anyways, and
when will we see a fix?

Is this what is causing the mouse-acceleration to be insane in Q3A, UT
etc.? (almost makes them unplayable…)

I find the mouse-accelleration to be quite good under UT, if you’re using
the SDLDrv driver.

jfOn Wed, 24 May 2000, Morten Bek wrote:

If a game doesn’t need high-precision relative mouse motion, it never
needs to use DGA. Just stick this code fragment in the initialization
and you’ll never encounter the bugs with DGA and XFree86 4.0 with SDL:

Cool. What exactly is WRONG with the Xfree86 4.0 DGA mouse code anyways, and
when will we see a fix?

DGA mouse doesn’t report relative coordinates, fixed in XFree86 4.01

See ya!
-Sam Lantinga, Lead Programmer, Loki Entertainment Software

DGA mouse doesn’t report relative coordinates, fixed in XFree86 4.01

Oh… it’s out? Cool. I wonder if they’ve merged the DRI trees back in
yet…

See ya!
-Sam Lantinga, Lead Programmer, Loki Entertainment Software

Cheers,

Nicholas.

----- Original Message -----
From: slouken@devolution.com (Sam Lantinga)
To: sdl at lokigames.com
Date: Thursday, May 25, 2000 12:04 PM
Subject: Re: [SDL] Disabling DGA mouse

Ahhh, Is there a way I can Patch Xf 4.0 Source Right now!?

Or is X86 4.01 located on CVS or something
so I can download and run ‘their’ Fix?

I’d REALLY REALLY REALLY love to get some resolution
to the Mouse issues in Quake3 and this seems to be at least
on the Right track (I know this is outside the topic of this newsgroup)

Thanks
JWitt
@Jeremy_Witt

Sam Lantinga wrote:>

If a game doesn’t need high-precision relative mouse motion, it never
needs to use DGA. Just stick this code fragment in the initialization
and you’ll never encounter the bugs with DGA and XFree86 4.0 with SDL:

Cool. What exactly is WRONG with the Xfree86 4.0 DGA mouse code anyways, and
when will we see a fix?

DGA mouse doesn’t report relative coordinates, fixed in XFree86 4.01

See ya!
-Sam Lantinga, Lead Programmer, Loki Entertainment Software

Ahhh, Is there a way I can Patch Xf 4.0 Source Right now!?

Or is X86 4.01 located on CVS or something
so I can download and run ‘their’ Fix?

The XFree86 group will be making public CVS available soon.

-Sam Lantinga, Lead Programmer, Loki Entertainment Software