Ticket #178 (closed defect: fixed)

Opened 14 months ago

Last modified 14 months ago

Mouse cursor is not visible on application start on any platform

Reported by: jdolan Owned by: jdolan
Priority: major Component: quake2world
Keywords: mouse cursor Cc:

Description

Bringing down the console fixes the problem. But something with the mouse state is not being set correctly on init.

Change History

Changed 14 months ago by jdolan

  • owner changed from wickedshell to jdolan
  • status changed from new to accepted

I poked around at this yesterday. Here's what I found:

  • R_DrawCursor is being called with valid x/y parameters.
  • r_draw.cursor image is correctly loaded, with valid width and height properties.
  • GL state appears to be sane (no DEPTH_TEST, GL_BLEND enabled, GL_COLOR_ARRAY disabled, ..)

Not sure what's up with this one. I'm going to try disabling all calls to AntTweakBar? next to see if ATB is somehow polluting our GL state.

Changed 14 months ago by maci

i can confirm that:

R_DrawCursor is being called with valid x/y parameters.

r_draw.cursor image is correctly loaded, with valid width and height properties.

another strange thing is that if you actually dont have the file you get the white small box displayed when you launch then game..

if you only disable binding of the texture you will actually get the QUAD drawn w/o any content . pulling down console now will put our default font into the QUAD, hehe

Changed 14 months ago by maci

also: disabling the calls to Ui_Init and Ui_Draw does not help. Results in the same problem. but might be easier to debug like this.

Changed 14 months ago by maci

  • status changed from accepted to closed
  • resolution set to fixed

fixed in rev 1555

Changed 14 months ago by jdolan

  • status changed from closed to reopened
  • resolution deleted

Changed 14 months ago by jdolan

  • status changed from reopened to assigned

I'll figure out precisely what's wrong and fix it a little but more elegantly. Thank you maci!

Changed 14 months ago by jdolan

  • status changed from assigned to closed
  • resolution set to fixed

r1560 fixes this. The diffuse texunit was not actually enabled. I incorrectly assumed that glEnable(GL_TEXTURE_2D) maintained state per-texunit. It does not! Wouldn't have figured this out without maci.

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