Søndag 06 august 2006 15:36, skrev Stefan Dösinger: > Am Sonntag 06 August 2006 13:05 schrieb H. Verbeet: > > On 06/08/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > > > Am Sonntag 06 August 2006 12:12 schrieb H. Verbeet: > > > > On 06/08/06, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > > > > > If the cursor is not 32x32 pixels then disable the gdi cursor, > > > > > > > > Are you sure that's required? > > > > > > We might end up with 2 active cursors, the one drawn with the Blit and > > > the gdi cursor. > > > > Well yes, but the Remarks section for IDirect3DDevice9::ShowCursor() > > seems to suggest that is what is supposed to happen. > > Due to the lack of games to test with I have written a small test app do > draw the cursor. I tested it on win2k with a geforce 2 card.
If you are looking for a game where two cursors are drawn, you can use Warlords IV: Heroes of Etheria. The demo is available here http://appdb.winehq.org/appview.php?iVersionId=4402 > > With a 32x32 cursor SetCursor set the gdi cursor image to my d3d cursor, > and placed the cursor position. If I moved the mouse the cursor moved. The > old cusor(hourglass) disappeared > > With a 64x64 the d3d cursor was drawn at the requested position, but didn't > move when I moved the mouse. The hourglass wasn't shown. > > My cursor tests are in the attached file. Our GetFrontBufferData > implementation needs some more work for the automated tests to work(Well, I > think a call to IWineD3DSurface::BltFast should do the job).