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Small glitch with cursor


RedAdder
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Hi, I'm on Windows 2000 and with minor effort, it works fine, even with my outdated graphics card which doesn't support newer shaders.

There is a glitch, however, the cursor is a black box.

It would be perfect if you could fix the cursor, and could keep avoiding calling of more of those new-fangled windows XP functions ;-)

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Found it after looking. Would the output of dxdiag work as well?

(generated 2012-03-11 22:23:05 UTC)

OS : Win2k SP 4 (5.0.2195)

CPU : IA-32, AMD Athlon 64 Processor 3000+ (1x1x1), 1.81 GHz

Memory : 959 MiB; 257 MiB free

Graphics Card : Tul Corporation, RADEON 9200SE;

OpenGL Drivers : 1.3.1050 Win2000 Release; atioglxx.dll (6.14.10.5646), nvoglnt.dll (6.14.10.9371)

Video Mode : 1024x768:16

Sound Card : Realtek AC'97 Audio;

Sound Drivers :

OpenGL Extensions:

GL_ARB_multitexture

GL_EXT_texture_env_add

GL_EXT_compiled_vertex_array

GL_S3_s3tc

GL_ARB_occlusion_query

GL_ARB_point_parameters

GL_ARB_texture_border_clamp

GL_ARB_texture_compression

GL_ARB_texture_cube_map

GL_ARB_texture_env_add

GL_ARB_texture_env_combine

GL_ARB_texture_env_crossbar

GL_ARB_texture_env_dot3

GL_ARB_texture_mirrored_repeat

GL_ARB_transpose_matrix

GL_ARB_vertex_blend

GL_ARB_vertex_buffer_object

GL_ARB_vertex_program

GL_ARB_window_pos

GL_ATI_element_array

GL_ATI_envmap_bumpmap

GL_ATI_fragment_shader

GL_ATI_map_object_buffer

GL_ATI_texture_env_combine3

GL_ATI_texture_mirror_once

GL_ATI_vertex_array_object

GL_ATI_vertex_attrib_array_object

GL_ATI_vertex_streams

GL_ATIX_texture_env_combine3

GL_ATIX_texture_env_route

GL_ATIX_vertex_shader_output_point_size

GL_EXT_abgr

GL_EXT_bgra

GL_EXT_blend_color

GL_EXT_blend_func_separate

GL_EXT_blend_minmax

GL_EXT_blend_subtract

GL_EXT_clip_volume_hint

GL_EXT_draw_range_elements

GL_EXT_fog_coord

GL_EXT_multi_draw_arrays

GL_EXT_packed_pixels

GL_EXT_point_parameters

GL_EXT_rescale_normal

GL_EXT_secondary_color

GL_EXT_separate_specular_color

GL_EXT_stencil_wrap

GL_EXT_texgen_reflection

GL_EXT_texture3D

GL_EXT_texture_compression_s3tc

GL_EXT_texture_cube_map

GL_EXT_texture_edge_clamp

GL_EXT_texture_env_combine

GL_EXT_texture_env_dot3

GL_EXT_texture_filter_anisotropic

GL_EXT_texture_lod_bias

GL_EXT_texture_mirror_clamp

GL_EXT_texture_object

GL_EXT_texture_rectangle

GL_EXT_vertex_array

GL_EXT_vertex_shader

GL_HP_occlusion_test

GL_NV_blend_square

GL_NV_occlusion_query

GL_NV_texgen_reflection

GL_SGI_color_matrix

GL_SGIS_generate_mipmap

GL_SGIS_multitexture

GL_SGIS_texture_border_clamp

GL_SGIS_texture_edge_clamp

GL_SGIS_texture_lod

GL_SUN_multi_draw_arrays

GL_WIN_swap_hint

WGL_EXT_extensions_string

WGL_EXT_swap_control

SMBIOS:

Edited by RedAdder
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Well, I now have a nice cursor. Here's how:

From the forum on hardwareheaven it seems that 6.4 or 6.5 is the last Catalyst driver to support my card, so I upgraded my 6.1 to 6.4.

The "Omega drivers" seem to be for newer cards as well.

The cursor was still black, and if I recall right, it even got worse (also missing in the menu screen) probably because I had changed resolution in between to a higher one.

So I figured I should play with the display settings.

It turns out both cursors are there if I set color depth to 32bpp.

Thanks for the support.

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It turns out both cursors are there if I set color depth to 32bpp.

Ah, indeed - it seems Windows doesn't like alpha-blended cursors except on 32-bit displays. (I tested with recent NVIDIA drivers on Win7). A few other people have reported the same problem before, but we never knew what caused it, so thanks for experimenting! I've got a fix so that the game falls back to OpenGL-rendered cursors in that case - I'll probably commit that after the next alpha release (don't want to introduce any unexpected side-effects before then).

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