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 - <head><title>Mesa FAQ</title></head>
 - 
 - <link rel="stylesheet" type="text/css" href="mesa.css"></head>
 - 
 - <BODY>
 - 
 - 
 - <center>
 - <h1>Mesa Frequently Asked Questions</h1>
 - Last updated: 21 August 2006
 - </center>
 - 
 - <br>
 - <br>
 - <h2>Index</h2>
 - <a href="#part1">1. High-level Questions and Answers</a>
 - <br>
 - <a href="#part2">2. Compilation and Installation Problems</a>
 - <br>
 - <a href="#part3">3. Runtime / Rendering Problems</a>
 - <br>
 - <a href="#part4">4. Developer Questions</a>
 - <br>
 - <br>
 - <br>
 - 
 - 
 - 
 - <a name="part1">
 - </a><h1><a name="part1">1. High-level Questions and Answers</a></h1>
 - 
 - <h2><a name="part1">1.1 What is Mesa?</a></h2>
 - <p>
 - <a name="part1">Mesa is an open-source implementation of the OpenGL specification.
 - OpenGL is a programming library for writing interactive 3D applications.
 - See the </a><a href="http://www.opengl.org/">OpenGL website</a> for more
 - information.
 - </p>
 - <p>
 - Mesa 6.x supports the OpenGL 1.5 specification.
 - </p>
 - 
 - 
 - <h2>1.2 Does Mesa support/use graphics hardware?</h2>
 - <p>
 - Yes.  Specifically, Mesa serves as the OpenGL core for the open-source DRI
 - drivers for XFree86/X.org.  See the <a href="http://dri.freedesktop.org/">DRI
 - website</a> for more information.
 - </p>
 - <p>
 - There have been other hardware drivers for Mesa over the years (such as
 - the 3Dfx Glide/Voodoo driver, an old S3 driver, etc) but the DRI drivers
 - are the modern ones.
 - </p>
 - 
 - <h2>1.3 What purpose does Mesa serve today?</h2>
 - <p>
 - Hardware-accelerated OpenGL implementations are available for most popular
 - operating systems today.
 - Still, Mesa serves at least these purposes:
 - </p>
 - <ul>
 - <li>Mesa is used as the core of the open-source XFree86/X.org DRI
 -     hardware drivers.
 - </li>
 - <li>Mesa is quite portable and allows OpenGL to be used on systems
 -     that have no other OpenGL solution.
 - </li>
 - <li>Software rendering with Mesa serves as a reference for validating the
 -     hardware drivers.
 - </li>
 - <li>A software implementation of OpenGL is useful for experimentation,
 -     such as testing new rendering techniques.
 - </li>
 - <li>Mesa can render images with deep color channels: 16-bit integer
 -     and 32-bit floating point color channels are supported.
 -     This capability is only now appearing in hardware.
 - </li>
 - <li>Mesa's internal limits (max lights, clip planes, texture size, etc) can be
 -     changed for special needs (hardware limits are hard to overcome).
 - </li>
 - </ul>
 - 
 - 
 - <h2>1.4 What's the difference between"Stand-Alone" Mesa and the DRI drivers?</h2>
 - <p>
 - <em>Stand-alone Mesa</em> is the original incarnation of Mesa.
 - On systems running the X Window System it does all its rendering through
 - the Xlib API:
 - <ul>
 - <li>The GLX API is supported, but it's really just an emulation of the
 -      real thing.
 - <li>The GLX wire protocol is not supported and there's no OpenGL extension
 -     loaded by the X server.
 - <li>There is no hardware acceleration.
 - <li>The OpenGL library, libGL.so, contains everything (the programming API,
 -     the GLX functions and all the rendering code).
 - </ul>
 - </p>
 - <p>
 - Alternately, Mesa acts as the core for a number of OpenGL hardware drivers
 - within the DRI (Direct Rendering Infrastructure):
 - <ul>
 - <li>The libGL.so library provides the GL and GLX API functions, a GLX
 -     protocol encoder, and a device driver loader.
 - <li>The device driver modules (such as r200_dri.so) contain a built-in
 -     copy of the core Mesa code.
 - <li>The X server loads the GLX module.
 -     The GLX module decodes incoming GLX protocol and dispatches the commands
 -     to a rendering module.
 -     For the DRI, this module is basically a software Mesa renderer.
 - </ul>
 - 
 - 
 - 
 - <h2>1.5 How do I upgrade my DRI installation to use a new Mesa release?</h2>
 - <p>
 - This wasn't easy in the past.
 - Now, the DRI drivers are included in the Mesa tree and can be compiled
 - separately from the X server.
 - Just follow the Mesa <a href="install.html">compilation instructions</a>.
 - </p>
 - 
 - 
 - <h2>1.6 Are there other open-source implementations of OpenGL?</h2>
 - <p>
 - Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html"
 - target="_parent">
 - OpenGL Sample Implemenation (SI)</a> is available.
 - The SI was written during the time that OpenGL was originally designed.
 - Unfortunately, development of the SI has stagnated.
 - Mesa is much more up to date with modern features and extensions.
 - </p>
 - 
 - <p>
 - <a href="http://ogl-es.sourceforge.net" target="_parent">Vincent</a> is
 - an open-source implementation of OpenGL ES for mobile devices.
 - 
 - <p>
 - <a href="http://www.dsbox.com/minigl.html" target="_parent">miniGL</a>
 - is a subset of OpenGL for PalmOS devices.
 - 
 - <p>
 - <a href="http://fabrice.bellard.free.fr/TinyGL/"
 - target="_parent">TinyGL</a> is a subset of OpenGL.
 - </p>
 - 
 - <p>
 - <a href="http://softgl.studierstube.org/" target="_parent">SoftGL</a>
 - is an OpenGL subset for mobile devices.
 - </p>
 - 
 - <p>
 - <a href="http://chromium.sourceforge.net/" target="_parent">Chromium</a>
 - isn't a conventional OpenGL implementation (it's layered upon OpenGL),
 - but it does export the OpenGL API.  It allows tiled rendering, sort-last
 - rendering, etc.
 - </p>
 - 
 - <p>
 - <a href="http://www.ticalc.org/archives/files/fileinfo/361/36173.html"
 - target="_parent">ClosedGL</a> is an OpenGL subset library for TI
 - graphing calculators.
 - </p>
 - 
 - <p>
 - There may be other open OpenGL implementations, but Mesa is the most
 - popular and feature-complete.
 - </p>
 - 
 - 
 - 
 - <br>
 - <br>
 - 
 - 
 - <a name="part2">
 - </a><h1><a name="part2">2. Compilation and Installation Problems</a></h1>
 - 
 - 
 - <h2><a name="part2">2.1 What's the easiest way to install Mesa?</a></h2>
 - <p>
 - <a name="part2">If you're using a Linux-based system, your distro CD most likely already
 - has Mesa packages (like RPM or DEB) which you can easily install.
 - </a></p>
 - 
 - 
 - <h2><a name="part2">2.2 Running <code>configure; make</code> doesn't Work</a></h2>
 - <p>
 - Mesa no longer supports GNU autoconf/automake.  Why?
 - <ul>
 - <li>It seemed to seldom work on anything but Linux
 - <li>The config files were hard to maintain and hard to understand
 - <li>libtool caused a lot of grief
 - </ul>
 - 
 - <p>
 - Now Mesa again uses a conventional Makefile system (as it did originally).
 - Basically, each Makefile in the tree includes one of the configuration
 - files from the config/ directory.
 - The config files specify all the variables for a variety of popular systems.
 - </p>
 - 
 - 
 - <h2><a name="part2">2.3 I get undefined symbols such as bgnpolygon, v3f, etc...</a></h2>
 - <p>
 - <a name="part2">You're application is written in IRIS GL, not OpenGL.
 - IRIS GL was the predecessor to OpenGL and is a different thing (almost)
 - entirely.
 - Mesa's not the solution.
 - </a></p>
 - 
 - 
 - <h2><a name="part2">2.4 Where is the GLUT library?</a></h2>
 - <p>
 - <a name="part2">GLUT (OpenGL Utility Toolkit) is in the separate MesaGLUT-x.y.z.tar.gz file.
 - If you don't already have GLUT installed, you should grab the MesaGLUT
 - package and compile it with the rest of Mesa.
 - </a></p>
 - 
 - 
 - 
 - <h2><a name="part2">2.5 What's the proper place for the libraries and headers?</a></h2>
 - <p>
 - <a name="part2">On Linux-based systems you'll want to follow the
 - </a><a href="http://oss.sgi.com/projects/ogl-sample/ABI/index.html"
 - target="_parent">Linux ABI</a> standard.
 - Basically you'll want the following:
 - </p>
 - <ul>
 - <li>/usr/include/GL/gl.h - the main OpenGL header
 - </li><li>/usr/include/GL/glu.h - the OpenGL GLU (utility) header
 - </li><li>/usr/include/GL/glx.h - the OpenGL GLX header
 - </li><li>/usr/include/GL/glext.h - the OpenGL extensions header
 - </li><li>/usr/include/GL/glxext.h - the OpenGL GLX extensions header
 - </li><li>/usr/include/GL/osmesa.h - the Mesa off-screen rendering header
 - </li><li>/usr/lib/libGL.so - a symlink to libGL.so.1
 - </li><li>/usr/lib/libGL.so.1 - a symlink to libGL.so.1.xyz
 - </li><li>/usr/lib/libGL.so.xyz - the actual OpenGL/Mesa library.  xyz denotes the
 - Mesa version number.
 - </li><li>/usr/lib/libGLU.so - a symlink to libGLU.so.1
 - </li><li>/usr/lib/libGLU.so.1 - a symlink to libGLU.so.1.3.xyz
 - </li><li>/usr/lib/libGLU.so.xyz - the OpenGL Utility library.  xyz denotes the Mesa
 - version number.
 - </li></ul>
 - <p>
 - After installing XFree86/X.org and the DRI drivers, some of these files
 - may be symlinks into the /usr/X11R6/ tree.
 - </p>
 - <p>
 - The old-style Makefile system doesn't install the Mesa libraries; it's
 - up to you to copy them (and the headers) to the right place.
 - </p>
 - <p>
 - The GLUT header and library should go in the same directories.
 - </p>
 - <br>
 - <br>
 - 
 - 
 - <a name="part3">
 - </a><h1><a name="part3">3. Runtime / Rendering Problems</a></h1>
 - 
 - <h2><a name="part3">3.1 Rendering is slow / why isn't my graphics hardware being used?</a></h2>
 - <p>
 - <a name="part3">Stand-alone Mesa (downloaded as MesaLib-x.y.z.tar.gz) doesn't have any
 - support for hardware acceleration (with the exception of the 3DFX Voodoo
 - driver).
 - </a></p>
 - <p>
 - <a name="part3">What you really want is a DRI or NVIDIA (or another vendor's OpenGL) driver
 - for your particular hardware.
 - </a></p>
 - <p>
 - <a name="part3">You can run the <code>glxinfo</code> program to learn about your OpenGL
 - library.
 - Look for the GL_VENDOR and GL_RENDERER values.
 - That will identify who's OpenGL library you're using and what sort of
 - hardware it has detected.
 - </a></p>
 - <p>
 - <a name="part3">If your DRI-based driver isn't working, go to the
 - </a><a href="http://dri.sf.net/" target="_parent">DRI website</a> for trouble-shooting information.
 - </p>
 - 
 - 
 - <h2>3.2 I'm seeing errors in depth (Z) buffering.  Why?</h2>
 - <p>
 - Make sure the ratio of the far to near clipping planes isn't too great.
 - Look
 - <a href="http://www.opengl.org/resources/faq/technical/depthbuffer.htm#0040"
 - target="_parent"> here</a> for details.
 - </p>
 - <p>
 - Mesa uses a 16-bit depth buffer by default which is smaller and faster
 - to clear than a 32-bit buffer but not as accurate.
 - If you need a deeper you can modify the parameters to
 - <code> glXChooseVisual</code> in your code.
 - </p>
 - 
 - 
 - <h2>3.3 Why Isn't depth buffering working at all?</h2>
 - <p>
 - Be sure you're requesting a depth buffered-visual.  If you set the MESA_DEBUG
 - environment variable it will warn you about trying to enable depth testing
 - when you don't have a depth buffer.
 - </p>
 - <p>Specifically, make sure <code>glutInitDisplayMode</code> is being called
 - with <code>GLUT_DEPTH</code> or <code>glXChooseVisual</code> is being
 - called with a non-zero value for GLX_DEPTH_SIZE.
 - </p>
 - <p>This discussion applies to stencil buffers, accumulation buffers and
 - alpha channels too.
 - </p>
 - 
 - 
 - <h2>3.4 Why does glGetString() always return NULL?</h2>
 - <p>
 - Be sure you have an active/current OpenGL rendering context before
 - calling glGetString.
 - </p>
 - 
 - 
 - <h2>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h2>
 - <p>
 - If you're trying to draw a filled region by using GL_POINTS or GL_LINES
 - and seeing holes or gaps it's because of a float-to-int rounding problem.
 - But this is not a bug.
 - See Appendix H of the OpenGL Programming Guide - "OpenGL Correctness Tips".
 - Basically, applying a translation of (0.375, 0.375, 0.0) to your coordinates
 - will fix the problem.
 - </p>
 - 
 - <br>
 - <br>
 - 
 - 
 - <a name="part4">
 - </a><h1><a name="part4">4. Developer Questions</a></h1>
 - 
 - <h2>4.1 How can I contribute?</a></h2>
 - <p>
 - First, join the <a href="http://www.mesa3d.org/lists.html>Mesa3d-dev
 - mailing list</a>.
 - That's where Mesa development is discussed.
 - </a></p>
 - <p>
 - The </a><a href="http://www.opengl.org/documentation" target="_parent">
 - OpenGL Specification</a> is the bible for OpenGL implemention work.
 - You should read it.
 - </p>
 - <p>Most of the Mesa development work involves implementing new OpenGL
 - extensions, writing hardware drivers (for the DRI), and code optimization.
 - </p>
 - 
 - <h2>4.2 How do I write a new device driver?</h2>
 - <p>
 - Unfortunately, writing a device driver isn't easy.
 - It requires detailed understanding of OpenGL, the Mesa code, and your
 - target hardware/operating system.
 - 3D graphics are not simple.
 - </p>
 - <p>
 - The best way to get started is to use an existing driver as your starting
 - point.
 - For a software driver, the X11 and OSMesa drivers are good examples.
 - For a hardware driver, the Radeon and R200 DRI drivers are good examples.
 - </p>
 - <p>The DRI website has more information about writing hardware drivers.
 - The process isn't well document because the Mesa driver interface changes
 - over time, and we seldome have spare time for writing documentation.
 - That being said, many people have managed to figure out the process.
 - </p>
 - <p>
 - Joining the appropriate mailing lists and asking questions (and searching
 - the archives) is a good way to get information.
 - </p>
 - 
 - 
 - <h2>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa?</h2>
 - <p>
 - The <a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt" target="_parent">specification for the extension</a>
 - indicates that there are intellectual property (IP) and/or patent issues
 - to be dealt with.
 - </p>
 - <p>We've been unsucessful in getting a response from S3 (or whoever owns
 - the IP nowadays) to indicate whether or not an open source project can
 - implement the extension (specifically the compression/decompression
 - algorithms).
 - </p>
 - <p>
 - In the mean time, a 3rd party <a href=
 - "http://homepage.hispeed.ch/rscheidegger/dri_experimental/s3tc_index.html"
 - target="_parent">plug-in library</a> is available.
 - </p>
 - 
 - 
 - </body>
 - </html>
 
 
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