davidedmundson added a comment.
> Is this the correct way of doing such stuff? Pretty much. Seems a sensible patch, screen recording aside we could be using a GL on a different backend that can't do planes. The obvious optimisation is that we don't need to make the new cursor texture every time, but it can be a member var reset on cursorChanged() > Should cursor update be included in damage regions? I would have thought so. Though I can't see where scene_qpainter does it. (could be a bug there?) > How can I write an autotest for it? A lot of the GL stuff isn't autotested. and even if you did write a test, our current CI infrastructure couldn't actually run it. INLINE COMMENTS > scene_opengl.cpp:705 > + > + GLVertexBuffer* vbo = GLVertexBuffer::streamingBuffer(); > + vbo->reset(); i don't think you need these 3 lines, you're not doing anything with this vbo. You do need vertex info from somewhere, but GLTexture has its own vbo. REPOSITORY R108 KWin REVISION DETAIL https://phabricator.kde.org/D6186 To: Kanedias, graesslin, davidedmundson Cc: plasma-devel, kwin, #kwin, ZrenBot, spstarr, progwolff, lesliezhai, ali-mohamed, hardening, jensreuterberg, abetts, eliasp, sebas, apol, mart, hein, lukas