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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>