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authormarha <marha@users.sourceforge.net>2009-10-09 06:31:44 +0000
committermarha <marha@users.sourceforge.net>2009-10-09 06:31:44 +0000
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+<HTML>
+
+<TITLE>Mesa glFBDev Driver</TITLE>
+
+<link rel="stylesheet" type="text/css" href="mesa.css"></head>
+
+<BODY>
+
+<center><H1>Mesa glFBDev Driver</H1></center>
+
+
+<H1>1. Introduction</H1>
+
+<p>
+The GLFBDev driver interface allows one to do OpenGL rendering into a
+framebuffer managed with the Linux's fbdev interface.
+</p>
+
+<p>
+Basically, the programmer uses the fbdev functions to initialize the
+graphics hardware and setup the framebuffer.
+Then, using a calls to Mesa's glFBDev API functions, one can render
+into the framebuffer with the OpenGL API functions.
+</p>
+
+<p>
+Note, only software rendering is supported; there is no hardware
+acceleration.
+</p>
+
+
+<p>
+The GL/glfbdev.h header file defines the glFBDev interface.
+</p>
+
+<p>
+The progs/fbdev/glfbdevtest.c demonstrates how to use the glFBDev interface.
+</p>
+
+
+<p>
+For more information about fbdev, see the
+<a href="http://www.tldp.org/HOWTO/Framebuffer-HOWTO.html" target="_parent">
+Framebuffer Howto</a>
+</p>
+<p>
+You will need at minimum, a framebuffer device, check /dev/fb0
+</p>
+
+<h1>2. Compilation</h1>
+
+<p>
+To compile Mesa with support for the glFBDev interface:
+<pre>
+ make realclean
+ make linux-fbdev
+</pre>
+
+<p>
+When compilation is finished look in progs/glfbdev/ for the glfbdevtest demo.
+</p>
+<h1>3. Permissions</h1>
+
+<p>
+Typically /dev/fb/0 is grouped to the video group. It may be useful to add
+your user to the video group so the demos will not have to be run as root.
+To use fbdevglut with the prefered tty input, you should add the user to the
+tty group as well
+<p>
+
+<h1>4. Using fbdevglut</h1>
+Almost all of the programs in the progs directory use glut, and they compile with fbdevglut.
+
+<p>
+To compile the redbook sample programs:
+<pre>
+ cd progs/redbook
+ make
+</pre>
+</p>
+<p>glut features not supported:
+<li>Overlays
+<li>Subwindows
+<li>Input devices other than Keyboard/Mouse
+<li>No support for GLUT_MULTISAMPLE, GLUT_STEREO, or GLUT_LUMINANCE
+<li>Cursor and Menu Support will flicker in GLUT_SINGLE mode
+
+<p>Keyboard input is read by opening /dev/tty and reading keycodes in medium raw mode.
+<p>Mouse input is read from env var MOUSE, or /dev/gpmdata and should be in ms3 format.
+To forward data in this format to /dev/gpmdata, run gpm with the -Rms3 option.
+<p> glutInit allows glut programs to pass parameters to the glut library, currently the
+following options are supported for fbdevglut:
+<p><li>-geometry widthxheight -- This will force the resolution to be widthxheight instead of autodetecting.
+The modes are read from /etc/fb.modes
+<p><li>-bpp -- This will force the bitdepth to the one specified
+<p><li>-vt -- This allows you to specify the virtual terminal to attach keyboard input to. It is useful to specify when running inside screen.
+<p><li>-mousespeed -- A floating point multiplication factor to increase mouse speed
+<p><li>-nomouse -- Disable mouse support
+<p><li>-nokeyboard -- Disable keyboard support (this will probably break mouse support as well)
+<p><li>-stdin -- Use stdin for input instead of attaching to kbd in medium-raw mode.
+This will make it impossible to detect keypresses like Shift+Tab, you will also need to specify -gpmmouse for mouse support. This option can be used with a debugger, and it is possible to single step a program with gdb and set the FRAMEBUFFER environment variable to a different framebuffer for display. The program will not be able to handle vt switching on it's own, so it will always display.
+<p><li>-gpmmouse -- This will attempt to connect to the /dev/gpmctl socket using liblow
+for mouse data. Gpm does not provide this data when in graphics mode, so vt switching
+will briefly display text. This mode typically has no initial mouse delay.
+<p><li>-- Ignore any additional arguments
+<p>Notes:
+<p>
+1. The mouse pointer flickers in single buffering mode, as it must be rendered in software. Hopefully in the future there will be a way to access hardware cursors in fbdev devices.
+</p>
+</body>
+</html>