Hardware-like software cursor.

So, here is my problem: I want to draw a cursor in OpenGL, so I can easily handle things like partial transparency and 24bpp color depth across platforms.

I’ve done that, by (you can guess it) drawing a simple renderd quad on top of everything in the position of cursor and hiding the original, hardware(“native”?) cursor. The thing I’m running into is when the game starts to lag, the cursor lags with it - what doesn’t take place when using hardware cursor. Is there a way around that lag or any well established practice on this topic? Or maybe you just have an idea how to handle this?

It’s done in Lwjgl(2.9.3) , but the technicalities here may be not of importance.