Custom pointer image frame lag?

BlitzMax Forums/BlitzMax Beginners Area/Custom pointer image frame lag?

I've used HideMouse to hide the default pointer and am now drawing my custom one with the usual command:

DrawImage gfxPointer, MouseX(), MouseY()

This works fine. But I can notice some screen lag compared to using the standard pointer (which is easily visible if I have both pointers active together). I guess this is probably because the custom one is being drawn to the back buffer, causing a single frame delay.

Is there any cure for this? I've tried rearranging the draw order slightly but couldn't make any noticeable effect..

I get the same problem and I think you're right about the delay. How does this affect your program though?
I'm guessing you'll be using the image to test for collisions/overlap/zones etc so, for the user, will it matter?

I think you'll find this kind of thing is unavoidable in any version of Blitz. Probably any app ever. Unless you do some sort of predictive thing.

I'm not hugely woried about fixing this, as I'm only using the pointer for normal mouse contol in a data editor I am making. So nope it doesn't matter. I just wondered if there was any known workaround to this niggle :) Thanks for the replies.

How about changing the output to the front buffer and drawing the mouse pointer there?

You can do that?

It happens in BPlus too. Front Buffer in max? huh, I thought front buffer went out with B2D!

This did not happen in 1.10, why now?

actually that sounds bad as in BPlus the lag is a single frame which at 85Hz or whatever is *only* noticable if you show the windows pointer too. If it's now worse than that in Max it could be bad for puzzle games.