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							- <html>
 - 
 - <head><title>Mesa FAQ</title></head>
 - 
 - <BODY text="#000000" bgcolor="#55bbff" link="#111188">
 - 
 - 
 - <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>
 - </html>
 
 
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