Reduce Render Latency Method.
Video drivers will often try to keep several frames worth of data in a queue so the video card is always working at full capacity and never waiting around for data to show up. The problem is that it takes time for data to get to the front of the queue and be displayed, so this increases the amount of time between when you move your mouse and when you see things happen on the screen. (The only reason the graphics card manufacturers do this is to increase scores in synthetic benchmarks, but that is a separate rant). What you can do to counter-act this is to tell the video card to display immediately after you're done sending it a frame. I can't get a straight answer on whether to use glFlush or glFinish and whether to do it before or after the buffer swap, so I have added options for all 4 possibilities.
Basically, if you feel that you are getting a good framerate but have an unusual amount of mouse lag, you can try one of those four options until it works. Your framerate will go down but the game will be more responsive. Results may vary depending on hardware config.