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diff --git a/nx-X11/extras/Mesa/docs/faq.html b/nx-X11/extras/Mesa/docs/faq.html deleted file mode 100644 index b93d5007d..000000000 --- a/nx-X11/extras/Mesa/docs/faq.html +++ /dev/null @@ -1,394 +0,0 @@ -<html> - -<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 October 2004 -</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.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 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> -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.sgi.com/software/opengl/advanced97/notes/node18.html" -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><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" 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 and/or the DRI drivers?</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> -Until we can get official permission to do so, this extension will not -be implemented in Mesa. -</p> - - -</body> -</html> |