   How to prevent my window from sending a MOUSEMOVE message
  I'm using C# with Interop to handle win32 messages.  I want the mouse in my game to control how the camera moves throughout the game world.  When I get a mouse move message, I calculate the amount of pixels that it has moved along the X and Y axis and apply that to my camera's world position.  I then set the mouse back to the center of the screen using SetCursorPos().  The problem is that the call SetCursorPos() to set the mouse back to it's original position sends another mouse move message which my program also applies to the camera's world position.  The result of this is that whenever I move the mouse, my camera moves a bit, but then immediatly snaps back to it's original position.  Is there a way that I can prevent the mouse move message from being sent when I set the mouse position back to the center of the screen?   
  You might have to do it another way, why are you resetting the cursor position to the center of your screen? (and take this with a grain of salt as I have hardly used 3d anything)Aren't most mouse systems movements relative to the position, IE: if my camera in my game moves when I hold right click down, the camera will move relative to where I held right click and move the mouse instead of being from the center of the screen   ;  Create a variable to keep track of your camera.  Anytime the mouse moves away from the centre of the screen, update your variable and then reset the mouse back to the centre.When it is time to render use your variable to figure out where you are in 3D and in which direction you are pointing.VMK 10 on my website: http://www.marek-knows.com/downloadSection.php?Topic=GameDev&pg=1#GameDev12 shows the details on how to implement this in C++   