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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - xf86-input-libinput: Rough and lopsided mouse movement in games/apps that reposition mouse"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96982#c8">Comment # 8</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - xf86-input-libinput: Rough and lopsided mouse movement in games/apps that reposition mouse"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96982">bug 96982</a>
from <span class="vcard"><a class="email" href="mailto:dannihfoss@fastmail.fm" title="Danni H <dannihfoss@fastmail.fm>"> <span class="fn">Danni H</span></a>
</span></b>
<pre>I have several questions still:
You mention that subpixel movement is buffered inside the server. Would this
make it an X.org Server bug, then? Does WarpPointer take integer or float
arguments for the destination coordinates? Will this bug remain after the move
to Wayland? That is probably what concerns me the most right now.
<span class="quote">> The odd thing about unity3d here is that it continuously sends WarpPointer
> requests (and to which the server replies with a core Motion event). unity3d
> does this that even while the mouse isn't moving.</span >
I believe this is also fairly standard practice among applications that use
this method of mouse movement (and why I don't think this is strictly Unity3D's
fault - see SLADE also has this issue). Additionally, if the application were
to reposition the mouse pointer only if the mouse were moving, it would still
result in the fractional becoming lost, so movement would still be somewhat
lopsided.
If I propose a patch, will it be considered for inclusion? Or, is there some
workaround that can be applied here to the hundreds of Unity3D games that will
basically never receive an update to fix the issue?</pre>
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