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+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
+<html lang="en"><head>
+ <meta content="text/html; charset=utf-8" http-equiv="content-type"/>
+ <title>Mesa FAQ</title>
+ <link href="mesa.css" rel="stylesheet" type="text/css"/>
+</head>
+<body>
+
+
+
+
+
+
+<center>
+<h1>Mesa Frequently Asked Questions</h1>
+Last updated: 9 October 2012
+</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/>
+
+
+
+<h1 id="part1">1. High-level Questions and Answers</h1>
+
+<h2>1.1 What is Mesa?</h2>
+<p>
+Mesa is an open-source implementation of the OpenGL specification.
+OpenGL is a programming library for writing interactive 3D applications.
+See the <a href="https://www.opengl.org/">OpenGL website</a> for more
+information.
+</p>
+<p>
+Mesa 9.x supports the OpenGL 3.1 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 X.org.
+</p>
+<ul>
+ <li>See the <a href="https://dri.freedesktop.org/">DRI website</a>
+ for more information.</li>
+ <li>See <a href="https://01.org/linuxgraphics">01.org</a>
+ for more information about Intel drivers.</li>
+ <li>See <a href="https://nouveau.freedesktop.org">nouveau.freedesktop.org</a>
+ for more information about Nouveau drivers.</li>
+ <li>See <a href="https://www.x.org/wiki/RadeonFeature">www.x.org/wiki/RadeonFeature</a>
+ for more information about Radeon drivers.</li>
+</ul>
+
+<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 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:
+</p>
+<ul>
+<li>The GLX API is supported, but it's really just an emulation of the
+ real thing.
+</li><li>The GLX wire protocol is not supported and there's no OpenGL extension
+ loaded by the X server.
+</li><li>There is no hardware acceleration.
+</li><li>The OpenGL library, libGL.so, contains everything (the programming API,
+ the GLX functions and all the rendering code).
+</li></ul>
+<p>
+Alternately, Mesa acts as the core for a number of OpenGL hardware drivers
+within the DRI (Direct Rendering Infrastructure):
+</p><ul>
+<li>The libGL.so library provides the GL and GLX API functions, a GLX
+ protocol encoder, and a device driver loader.
+</li><li>The device driver modules (such as r200_dri.so) contain a built-in
+ copy of the core Mesa code.
+</li><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.
+</li></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">
+OpenGL Sample Implementation (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="https://sourceforge.net/projects/ogl-es/">Vincent</a> is
+an open-source implementation of OpenGL ES for mobile devices.
+
+</p><p>
+<a href="http://www.dsbox.com/minigl.html">miniGL</a>
+is a subset of OpenGL for PalmOS devices.
+
+</p><p>
+<a href="http://bellard.org/TinyGL/">TinyGL</a>
+is a subset of OpenGL.
+</p>
+
+<p>
+<a href="https://sourceforge.net/projects/softgl/">SoftGL</a>
+is an OpenGL subset for mobile devices.
+</p>
+
+<p>
+<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">ClosedGL</a>
+is an OpenGL subset library for TI graphing calculators.
+</p>
+
+<p>
+There may be other open OpenGL implementations, but Mesa is the most
+popular and feature-complete.
+</p>
+
+
+
+<br/>
+<br/>
+
+
+<h1 id="part2">2. Compilation and Installation Problems</h1>
+
+
+<h2>2.1 What's the easiest way to install Mesa?</h2>
+<p>
+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.
+</p>
+
+
+<h2>2.2 I get undefined symbols such as bgnpolygon, v3f, etc...</h2>
+<p>
+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.
+</p>
+
+
+<h2>2.3 Where is the GLUT library?</h2>
+<p>
+GLUT (OpenGL Utility Toolkit) is no longer in the separate MesaGLUT-x.y.z.tar.gz file.
+If you don't already have GLUT installed, you should grab
+<a href="http://freeglut.sourceforge.net/">freeglut</a>.
+</p>
+
+
+<h2>2.4 Where is the GLw library?</h2>
+<p>
+GLw (OpenGL widget library) is now available from a separate <a href="https://cgit.freedesktop.org/mesa/glw/">git repository</a>. Unless you're using very old Xt/Motif applications with OpenGL, you shouldn't need it.
+</p>
+
+
+<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">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></ul>
+<p>
+When configuring Mesa, there are three autoconf options that affect the install
+location that you should take care with: <code>--prefix</code>,
+<code>--libdir</code>, and <code>--with-dri-driverdir</code>. To install Mesa
+into the system location where it will be available for all programs to use, set
+<code>--prefix=/usr</code>. Set <code>--libdir</code> to where your Linux
+distribution installs system libraries, usually either <code>/usr/lib</code> or
+<code>/usr/lib64</code>. Set <code>--with-dri-driverdir</code> to the directory
+where your Linux distribution installs DRI drivers. To find your system's DRI
+driver directory, try executing <code>find /usr -type d -name dri</code>. For
+example, if the <code>find</code> command listed <code>/usr/lib64/dri</code>,
+then set <code>--with-dri-driverdir=/usr/lib64/dri</code>.
+</p>
+<p>
+After determining the correct values for the install location, configure Mesa
+with <code>./configure --prefix=/usr --libdir=xxx --with-dri-driverdir=xxx</code>
+and then install with <code>sudo make install</code>.
+</p>
+<br/>
+<br/>
+
+
+<h1 id="part3">3. Runtime / Rendering Problems</h1>
+
+<h2>3.1 Rendering is slow / why isn't my graphics hardware being used?</h2>
+<p>
+If Mesa can't use its hardware accelerated drivers it falls back on one of its software renderers.
+(eg. classic swrast, softpipe or llvmpipe)
+</p>
+<p>
+You can run the <code>glxinfo</code> program to learn about your OpenGL
+library.
+Look for the <code>OpenGL vendor</code> and <code>OpenGL renderer</code> values.
+That will identify who's OpenGL library with which driver you're using and what sort of
+hardware it has detected.
+</p>
+<p>
+If you're using a hardware accelerated driver you want <code>direct rendering: Yes</code>.
+</p>
+<p>
+If your DRI-based driver isn't working, go to the
+<a href="https://dri.freedesktop.org/">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="https://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
+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/>
+
+
+<h1 id="part4">4. Developer Questions</h1>
+
+<h2>4.1 How can I contribute?</h2>
+<p>
+First, join the <a href="lists.html">mesa-dev mailing list</a>.
+That's where Mesa development is discussed.
+</p>
+<p>
+The <a href="https://www.opengl.org/documentation">
+OpenGL Specification</a> is the bible for OpenGL implementation 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 classic hardware driver, the i965 driver is a good example.
+For a Gallium3D hardware driver, the r300g, r600g and the i915g 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 seldom 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?</h2>
+<p>
+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>
+<p>We've been unsuccessful 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>
+In the mean time, a 3rd party <a href="https://dri.freedesktop.org/wiki/S3TC">
+plug-in library</a> is available.
+</p>
+
+
+
+
+</body></html> \ No newline at end of file