OEJ: Is this perhaps somehow connected to the fake try to get around mouselag? (reinserting a different mouse lag issue)
Otherwise, you might try one thing:
Let the user decide the FPS. then do the drawing timed (ie if tdiff > 1000/wished_fps renderscene() ) This way you get around 20'000 - 100'000 main loop runs which is even higher than the timer precision and thus should be able to get all mouseevents without any problem.
Otherwise, you might try one thing:
Let the user decide the FPS. then do the drawing timed (ie if tdiff > 1000/wished_fps renderscene() ) This way you get around 20'000 - 100'000 main loop runs which is even higher than the timer precision and thus should be able to get all mouseevents without any problem.