Yeah, that's what it's doing currently, only the cursor is only being drawn at the end of each draw cycle, so that's why it follows the FPS.theTrav wrote:One work around is to create a hardware mouse with 100% transparency, create a mouse listener to receive position updates and then draw the pretty colored cursor manually.
It won't be quite as smooth visually as a mouse that's entirely hardware, however it'll move about with the same smoothness as a hardware mouse does.
Your link tipped me about the "getMaximumCursorColors" (don't you just love those AWT names...?) function, though, so I added separate modes to draw the cursor in hardware if the toolkit supports 256 colors or more. Since the toolkit on my system only supports 2 colors, I haven't been able to test it, but I hope those who are having trouble with it find their systems capable of it.