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diff --git a/mesalib/docs/faq.html b/mesalib/docs/faq.html index 80f4a71dc..97b6491a7 100644 --- a/mesalib/docs/faq.html +++ b/mesalib/docs/faq.html @@ -7,9 +7,16 @@ </head> <body> +<div class="header"> + <h1>The Mesa 3D Graphics Library</h1> +</div> + +<iframe src="contents.html"></iframe> +<div class="content"> + <center> <h1>Mesa Frequently Asked Questions</h1> -Last updated: 21 August 2006 +Last updated: 19 September 2012 </center> <br> @@ -38,7 +45,7 @@ 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. +Mesa 9.x supports the OpenGL 3.1 specification. </p> @@ -83,7 +90,7 @@ Still, Mesa serves at least these purposes: </ul> -<h2>1.4 What's the difference between"Stand-Alone" Mesa and the DRI drivers?</h2> +<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 @@ -125,8 +132,7 @@ Just follow the Mesa <a href="install.html">compilation instructions</a>. <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"> +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. @@ -134,34 +140,33 @@ 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 +<a href="http://ogl-es.sourceforge.net">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> +<a href="http://www.dsbox.com/minigl.html">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. +<a href="http://fabrice.bellard.free.fr/TinyGL/">TinyGL</a> +is a subset of OpenGL. </p> <p> -<a href="http://softgl.studierstube.org/" target="_parent">SoftGL</a> +<a href="http://softgl.studierstube.org/">SoftGL</a> is an OpenGL subset for mobile devices. </p> <p> -<a href="http://chromium.sourceforge.net/" target="_parent">Chromium</a> +<a href="http://chromium.sourceforge.net/">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. +<a href="http://www.ticalc.org/archives/files/fileinfo/361/36173.html">ClosedGL</a> +is an OpenGL subset library for TI graphing calculators. </p> <p> @@ -211,8 +216,7 @@ GLw (OpenGL widget library) is now available from a separate <a href="http://cgi <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. +<a href="http://oss.sgi.com/projects/ogl-sample/ABI/index.html">Linux ABI</a> standard. Basically you'll want the following: </p> <ul> @@ -263,7 +267,7 @@ 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. +<a href="http://dri.sf.net/">DRI website</a> for trouble-shooting information. </p> @@ -271,8 +275,8 @@ If your DRI-based driver isn't working, go to the <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. +<a href="http://www.opengl.org/resources/faq/technical/depthbuffer.htm#0040">here</a> +for details. </p> <p> Mesa uses a 16-bit depth buffer by default which is smaller and faster @@ -335,12 +339,11 @@ may introduce rasterization artifacts; see the leading comments in <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>. +First, join the <a href="lists.html">mesa-dev mailing list</a>. That's where Mesa development is discussed. </p> <p> -The <a href="http://www.opengl.org/documentation" target="_parent"> +The <a href="http://www.opengl.org/documentation"> OpenGL Specification</a> is the bible for OpenGL implemention work. You should read it. </p> @@ -374,7 +377,7 @@ the archives) is a good way to get information. <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> +The <a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt">specification for the extension</a> indicates that there are intellectual property (IP) and/or patent issues to be dealt with. </p> @@ -384,10 +387,10 @@ 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. +In the mean time, a 3rd party <a href="http://dri.freedesktop.org/wiki/S3TC"> +plug-in library</a> is available. </p> +</div> </body> </html> |