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.
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.
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.