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- <html>
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- <head><title>Mesa FAQ</title></head>
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- <BODY text="#000000" bgcolor="#55bbff" link="#111188">
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- <center>
- <h1>Mesa Frequently Asked Questions</h1>
- Last updated: 6 August 2003
- </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 5.x supports the OpenGL 1.4 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
- XFree86/DRI OpenGL drivers. See the <a href="http://dri.sf.net/">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 (software-based rendering) 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/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 How do I upgrade my DRI installation to use a new Mesa release?</h2>
- <p>
- You don't! A copy of the Mesa source code lives inside the XFree86/DRI source
- tree and gets compiled into the individual DRI driver modules.
- If you try to install Mesa over an XFree86/DRI installation, you'll lose
- hardware rendering (because stand-alone Mesa's libGL.so is different than
- the XFree86 libGL.so).
- </p>
- <p>
- The DRI developers will incorporate the latest release of Mesa into the
- DRI drivers when the time is right.
- </p>
- <p>
- To upgrade, either look for a new release of <a href="http://www.xfree86.org"
- target="_parent">XFree86</a> or visit the
- <a href="http://dri.sf.net" target="_parent">DRI website</a> to see
- if there's newer drivers.
- </p>
-
-
- <h2>1.5 Are there other open-source implementations of OpenGL?</h2>
- <p>
- Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html">
- 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://www.dsbox.com/minigl.html">miniGL</a> is a subset of OpenGL
- for PalmOS devices.
-
- <a href="http://fabrice.bellard.free.fr/TinyGL/">TinyGL</a> is another
- subset of OpenGL.
- </p>
- <p>
- There may be others 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>
- <a name="part2">Unfortunately, the GNU autoconf/automake/libtool system doesn't seem to work
- too well on non GNU/Linux systems, even after installing gmake, gcc, etc.
- For that reason, Mesa's <b>old-style</b> makefile system is still included.
- The old-style system uses good old traditional Makefiles. Try the following:
- </a></p><pre><a name="part2"> cd Mesa-x.y.z
- cp Makefile.X11 Makefile
- make
- </a></pre>
- <a name="part2">You'll see a list of system configurations from which to choose.
- For example:
- </a><pre><a name="part2"> make linux-x86
- </a></pre>
- <p>
- <a name="part2">If you're experienced with GNU autoconf/automake/libtool and think you can help
- with maintence, contact the Mesa developers.
- FYI, the Mesa developers generally don't use the autoconf/automake system.
- We're especially annoyed with the fact that a +5000-line script (libtool)
- is needed to make shared libraries (ugh).
- </a></p>
-
- <h2><a name="part2">2.3 Mesa still doesn't compile</a></h2>
- <p>
- <a name="part2">If the old-style Makefile system doesn't work either, make sure you have
- the most recent version of Mesa.
- Otherwise, file a bug report or post to the Mesa3d-users mailing list.
- Give as much info as possible when describing your problem.
- </a></p>
-
-
- <h2><a name="part2">2.4 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">2.5 Where is the GLUT library?</a></h2>
- <p>
- <a name="part2">GLUT (OpenGL Utility Toolkit) is in the separate MesaDemos-x.y.z.tar.gz file.
- If you don't already have GLUT installed, you should grab the MesaDemos
- package and unpack it before compiling Mesa.
- </a></p>
-
-
-
- <h2><a name="part2">2.6 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">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 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/">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.sgi.com/software/opengl/advanced97/notes/node18.html">
- 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><a name="part4">4.1 How can I contribute?</a></h2>
- <p>
- <a name="part4">First, join the Mesa3d-dev mailing list. That's where Mesa development
- is discussed.
- </a></p>
- <p>
- <a name="part4">The </a><a href="http://www.opengl.org/developers/documentation/specs.html">
- 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>
-
-
- </body>
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