LWJGL Forum

Programming => Lightweight Java Gaming Library => Topic started by: Qudus on March 24, 2007, 23:01:22

Title: [Bug report] Keyboad input not working without a graphical primitive
Post by: Qudus on March 24, 2007, 23:01:22
Hi,

There's a bug in the 1.0 release of LWJGL. While Mouse input is working properly Keyboard input (BUFFERED) does not produce any "events" when no graphical primitives are being rendered. From the moment I add the first primitive, the input is working again.

Of course this is low prio, since any game has graph prims Wink.

Marvin
Title: Re: [Bug report] Keyboad input not working without a graphical primitive
Post by: Matzon on March 24, 2007, 23:37:49
do you have a test case ??

Are you sure you're not talking about the need to call Display.update ?
Title: Re: [Bug report] Keyboad input not working without a graphical primitive
Post by: Qudus on March 24, 2007, 23:56:02
Quote from: Matzon on March 24, 2007, 23:37:49
Are you sure you're not talking about the need to call Display.update ?

Exactly this was the problem. Thank you very much. And sorry for the false alarm.

Marvin
Title: Re: [Bug report] Keyboad input not working without a graphical primitive
Post by: Matzon on March 25, 2007, 06:35:44
np.

The problem is that we don't process input before display.update (unless you manually call poll). Not sure why mouse works then ::)
Title: Re: [Bug report] Keyboad input not working without a graphical primitive
Post by: elias on March 25, 2007, 10:06:27
It works because we poll the directinput mouse state directly, bypassing the message loop.

- elias