My program works fine on most Windows machines, but recently I saw something very strange. I am compiling with Visual C++ Express 8 and using OpenGL, GLU, GLUT, and GLUI.
What happened was, the mouse pointer for some reason was not being drawn correctly, specifically the tiny square in which the pointer was displayed contained what appeared to be pixels from before my call to glSwapBuffers.
So I would like to ask, is it standard practice under Windows to hide the pointer before calling glSwapBuffers and then unhide it after?
I would have thought that Windows’ underlying logic would have alleviated the need for such a kludge but… I suppose it could also have been caused by a driver bug.