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Re: An Interactively rotating 3D animation ? [message #37919] Mon, 09 February 2004 16:42 Go to previous message
Rick Towler is currently offline  Rick Towler
Messages: 821
Registered: August 1998
Senior Member
"David Fanning" wrote in message...
> Rick Towler writes:
>
>> If both smooth animation and user feedback are important, you'll have to
set
>> up a single timer based event loop and poll inside that loop for user
input.
>> The downside of this approach is that it isn't portable.
>
> Why wouldn't this be portable?
>

Well, I should have said "The only way I know how..." since I don't know
how to actually poll for mouse input within IDL. The docs advise against
using CURSOR in draw widgets and I have to admit I haven't tried it.
Looking at the docs it looks like it blocks if you want button data which
would eliminate it as a possible kludge in this case anyways. So we're back
to capturing input via events, aren't we?

I'm sure there is a way of structuring an event-based application to provide
smooth animation and user feedback but it is much more difficult than simply
firing a timer event every n/th of a second then polling, updating and
drawing. Which is why I wrote a DLM to poll for mouse, keyboard, and game
device input in windows using directInput. But like I said, it isn't very
portable.

-Rick
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