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| <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> | |
| <h1 id="part1">1. High-level Questions and Answers</h1> | |
| <h2>1.1 What is Mesa?</h2> | |
| <p> | |
| Mesa is an open-source implementation of the OpenGL specification. | |
| OpenGL is a programming library for writing interactive 3D applications. | |
| See the <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: | |
| </p> | |
| <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> | |
| 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> | |
| <h1 id="part2">2. Compilation and Installation Problems</h1> | |
| <h2>2.1 What's the easiest way to install Mesa?</h2> | |
| <p> | |
| 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. | |
| </p> | |
| <h2>2.2 I get undefined symbols such as bgnpolygon, v3f, etc...</h2> | |
| <p> | |
| 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. | |
| </p> | |
| <h2>2.3 Where is the GLUT library?</h2> | |
| <p> | |
| GLUT (OpenGL Utility Toolkit) is no longer in the separate MesaGLUT-x.y.z.tar.gz file. | |
| If you don't already have GLUT installed, you should grab | |
| <a href="http://freeglut.sourceforge.net/">freeglut</a>. | |
| </p> | |
| <h2>2.4 Where is the GLw library?</h2> | |
| <p> | |
| GLw (OpenGL widget library) is now available from a separate <a href="http://cgit.freedesktop.org/mesa/glw/">git repository</a>. Unless you're using very old Xt/Motif applications with OpenGL, you shouldn't need it. | |
| </p> | |
| <h2>2.5 What's the proper place for the libraries and headers?</h2> | |
| <p> | |
| On Linux-based systems you'll want to follow the | |
| <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></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> | |
| <h1 id="part3">3. Runtime / Rendering Problems</h1> | |
| <h2>3.1 Rendering is slow / why isn't my graphics hardware being used?</h2> | |
| <p> | |
| 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). | |
| </p> | |
| <p> | |
| What you really want is a DRI or NVIDIA (or another vendor's OpenGL) driver | |
| for your particular hardware. | |
| </p> | |
| <p> | |
| 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. | |
| </p> | |
| <p> | |
| If your DRI-based driver isn't working, go to the | |
| <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> | |
| <h2>3.6 How can I change the maximum framebuffer size in Mesa's | |
| <tt>swrast</tt> backend?</h2> | |
| <p> | |
| These can be overridden by using the <tt>--with-max-width</tt> and | |
| <tt>--with-max-height</tt> options. The two need not be equal. | |
| </p><p> | |
| Do note that Mesa uses these values to size some internal buffers, | |
| so increasing these sizes will cause Mesa to require additional | |
| memory. Furthermore, increasing these limits beyond <tt>4096</tt> | |
| may introduce rasterization artifacts; see the leading comments in | |
| <tt>src/mesa/swrast/s_tritemp.h</tt>. | |
| </p> | |
| <br> | |
| <br> | |
| <h1 id="part4">4. Developer Questions</h1> | |
| <h2>4.1 How can I contribute?</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. | |
| </p> | |
| <p> | |
| The <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://dri.freedesktop.org/wiki/S3TC" | |
| target="_parent">plug-in library</a> is available. | |
| </p> | |
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