   My OpenGL Cursor Is Eating Up Performance To 4 FPS
  I'm drawing a cursor in OpenGL for the mouse and for some reason when I run my mouse in OpenGL on a desktop computer the FPS is fine, but when I run my game on my laptop it appears my mouse is eating up performance.After tons of debugging and scratching the head when I removed the Cursor rendering and used default Windows cursor the game ran well on my laptop on the menu.Cursor Code:POINT mousePosition;GetCursorPos(&mousePosition);glMatrixMode(GL_MODELVIEW);glLoadIdentity();//Turn transparent ONglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);glAlphaFunc(GL_GREATER,0.1f);// Set Alpha Testing(disable blending)glEnable(GL_ALPHA_TEST);glEnable(GL_TEXTURE_2D);glEnable(GL_BLEND);glBindTexture(GL_TEXTURE_2D, texture[12].texID);int cy = GetSystemMetrics(SM_CYSCREEN);glBegin(GL_QUADS);glColor4f(1.0f, 1.0f, 1.0f, 0.8);glTexCoord2f (0.0, 0.0);  glVertex2f(mousePosition.x, mousePosition.y  / -1 + cy - 38);glTexCoord2f (1.0, 0.0);  glVertex2f(mousePosition.x + 30.0f,   mousePosition.y  / -1 + cy - 38);glTexCoord2f (1.0, 1.0);  glVertex2f(mousePosition.x + 30.0f,   mousePosition.y  / -1 + cy + 38.0f - 38);glTexCoord2f (0.0, 1.0);  glVertex2f(mousePosition.x,   mousePosition.y  / -1 + cy + 38.0f - 38);glEnd();glDisable(GL_ALPHA_TEST);glDisable(GL_TEXTURE_2D);glDisable(GL_BLEND);Compiled in VS2008 C++ and game tested on Vista 32.Can anyone explain why this is happening? But yet if I play my game on my laptop it runs smooth except for the menu when it draws the mouse and explain a alternative I could do to fix this?[Edited by - ajm113 on May 25, 2009 2:04:42 AM]
  Gave a quick glance to the code and so far I don't see anything strange. What is the hardware of the laptop? Also, what is the size of the texture used for the cursor? I'm asking because maybe it's trying to render in software mode, which would explain the slow down.   ;  And is the texture size power of 2? I had similar problems in a game, it worked OK on my PC but on a slower PC it was really laggy. Then i resized all textures into power of 2 textures and it started working fine even on slow PC.   ;  What is the specs of the laptop?  Have you tried updating drivers?I would think that if it didn't support non power-of-two textures then it would just give you an invalid texture, however there is the possibility of it going into software mode (not sure how likely this is).What happens if you turn blending/alpha testing off?   ;  Processor: AMD Athlon 64 x X2 Dual CoreRam: 1 GBVideo Chip: ATI Radeon X1270And yes I tried to update drives, but my network isn't working with it now for some odd reason.The texture size of the cursor is 32x32.I disabled GL_BLEND and glBlendFunc and it lightens the lag, but I still a get a slow drawing cursor on the menu if I turned of GL_ALPHA_TEST I get the same results, but the transparency wouldn't work.[Edited by - ajm113 on May 25, 2009 12:51:35 PM];  "The maximum size of a texture map depends on the implementation of OpenGL, but it must be at least 64 ´  64 (or 66 ´  66 with borders)."It's possible that your 32x32 texture is being scaled up, and lagging out your system. Try making the texture bigger but keep the same coordinates, or try putting more in one texture. May or may not help.   