My actual use case is to draw something (not html, but render on the canvas) in response to mousemove events - it all actually boils down to nothing important to do unless the mouse changes positions.
I am seeing that requestAnimationFrame can be thought of as a way to throttle user input such as mousemove and I understand why it should be that way and why it is a code smell to use it that way if mousemove -> draw is not the actual purpose of the code.
Is there anything necessarily wrong with calling requestAnimationFrame from within the mousemove handler?
If I do not call requestAnimationFrame from the mousemove handler and the drawing rate is actually slower than the user input loop (the preferred rate or however it works), do I still get the desired throttling in that case?