aboutsummaryrefslogtreecommitdiff
path: root/mesalib/docs/osmesa.html
blob: 0ec67c44b4e28f3ce4c5e92ca2b845e7ee26a245 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html lang="en">
<head>
  <meta http-equiv="content-type" content="text/html; charset=utf-8">
  <title>Off-screen Rendering</title>
  <link rel="stylesheet" type="text/css" href="mesa.css">
</head>
<body>

<div class="header">
  <h1>The Mesa 3D Graphics Library</h1>
</div>

<iframe src="contents.html"></iframe>
<div class="content">

<h1>Off-screen Rendering</h1>


<p>
Mesa's off-screen rendering interface is used for rendering into
user-allocated blocks of memory.
That is, the GL_FRONT colorbuffer is actually a buffer in main memory,
rather than a window on your display.
There are no window system or operating system dependencies.
One potential application is to use Mesa as an off-line, batch-style renderer.
</p>

<p>
The <b>OSMesa</b> API provides three basic functions for making off-screen
renderings: OSMesaCreateContext(), OSMesaMakeCurrent(), and
OSMesaDestroyContext().  See the Mesa/include/GL/osmesa.h header for
more information about the API functions.
</p>

<p>
There are several examples of OSMesa in the <code>progs/osdemos/</code>
directory.
</p>


<h2>Deep color channels</h2>

<p>
For some applications 8-bit color channels don't have sufficient
precision.
OSMesa supports 16-bit and 32-bit color channels through the OSMesa interface.
When using 16-bit channels, channels are GLushorts and RGBA pixels occupy
8 bytes.
When using 32-bit channels, channels are GLfloats and RGBA pixels occupy
16 bytes.
</p>

<p>
Before version 6.5.1, Mesa had to be recompiled to support exactly
one of 8, 16 or 32-bit channels.
With Mesa 6.5.1, Mesa can be compiled for either 8, 16 or 32-bit channels
and render into any of the smaller size channels.
For example, if Mesa's compiled for 32-bit channels, you can also render
16 and 8-bit channel images.
</p>

<p>
To build Mesa/OSMesa for 16 and 8-bit color channel support:
<pre>
      make realclean
      make linux-osmesa16
</pre>

<p>
To build Mesa/OSMesa for 32, 16 and 8-bit color channel support:
<pre>
      make realclean
      make linux-osmesa32
</pre>

<p>
You'll wind up with a library named libOSMesa16.so or libOSMesa32.so.
Otherwise, most Mesa configurations build an 8-bit/channel libOSMesa.so library
by default.
</p>

<p>
If performance is important, compile Mesa for the channel size you're
most interested in.
</p>

<p>
If you need to compile on a non-Linux platform, copy Mesa/configs/linux-osmesa16
to a new config file and edit it as needed.  Then, add the new config name to
the top-level Makefile.  Send a patch to the Mesa developers too, if you're
inclined.
</p>

</div>
</body>
</html>