• KoboldCoterie@pawb.social
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    5 hours ago

    Yes, and the low-resolution pointer when you do this excessively is just unacceptable. I’m glad they’re finally addressing this pressing concern.

    • FuglyDuck@lemmy.world
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      4 hours ago

      The just added a high res image or whatever rather than scaling it up. Someone probably fixed it in their spare time.

        • programmerlexi@sh.itjust.works
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          3 hours ago

          Because it uses the XCursor format, which is a quite old standard. Getting apps to switch to a newer standard that has vector graphics is already hard enough. Getting them to do so without burning your GPU is basically impossible.

        • Ross_audio@lemmy.world
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          4 hours ago

          You have to re-render vector graphics when you zoom in. Otherwise they have the same pixels stored in memory as when they were first opened.

          You are always viewing a bitmap image because you have a bitmap display and it makes sense they don’t load a full size cursor into memory to get rendered.

          I’d be curious as to if they’ve rendered a full size image to sit in memory, or re-render the vector image directly as it grows.

          Given the way games work re-rendering would be trivial for any computer running KDE so I’d take that bet.

        • SystemDisc@feddit.org
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          4 hours ago

          I would assume they replaced it with an SVG that is rasterized on demand instead of a very high resolution rasterized image.

          In terms of coding effort, just replacing a PNG is the easiest, but it’s also the least correct solution, imo.