Documentation/website overhaul. The website content and doc/ directory
are now merged and are one and the same.
This commit is contained in:
330
docs/faq.html
Normal file
330
docs/faq.html
Normal file
@@ -0,0 +1,330 @@
|
||||
<html>
|
||||
|
||||
<head><title>Mesa FAQ</title></head>
|
||||
|
||||
<BODY text="#000000" bgcolor="#55bbff" link="#111188">
|
||||
|
||||
|
||||
<center>
|
||||
<h1>Mesa Frequently Asked Questions</h1>
|
||||
Last updated: 7 March 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 high-level programming library for interactive 3D graphics.
|
||||
See the </a><a href="http://www.opengl.org/">OpenGL website</a> for more
|
||||
information.
|
||||
</p>
|
||||
<p>
|
||||
Mesa 5.0.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 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 (software) Mesa serve today?</h2>
|
||||
<p>
|
||||
Commercial, hardware-accelerated OpenGL implementations are available for
|
||||
many operating systems today.
|
||||
Still, Mesa serves at least these purposes:
|
||||
</p>
|
||||
<ul>
|
||||
<li>Mesa is used as the core of the 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! 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 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>
|
||||
|
||||
<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>
|
Reference in New Issue
Block a user