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10 <div class="header">
11 <h1>The Mesa 3D Graphics Library</h1>
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17 <center>
18 <h1>Mesa Frequently Asked Questions</h1>
19 Last updated: 19 September 2012
20 </center>
21
22 <br>
23 <br>
24 <h2>Index</h2>
25 <a href="#part1">1. High-level Questions and Answers</a>
26 <br>
27 <a href="#part2">2. Compilation and Installation Problems</a>
28 <br>
29 <a href="#part3">3. Runtime / Rendering Problems</a>
30 <br>
31 <a href="#part4">4. Developer Questions</a>
32 <br>
33 <br>
34 <br>
35
36
37
38 <h1 id="part1">1. High-level Questions and Answers</h1>
39
40 <h2>1.1 What is Mesa?</h2>
41 <p>
42 Mesa is an open-source implementation of the OpenGL specification.
43 OpenGL is a programming library for writing interactive 3D applications.
44 See the <a href="http://www.opengl.org/">OpenGL website</a> for more
45 information.
46 </p>
47 <p>
48 Mesa 9.x supports the OpenGL 3.1 specification.
49 </p>
50
51
52 <h2>1.2 Does Mesa support/use graphics hardware?</h2>
53 <p>
54 Yes. Specifically, Mesa serves as the OpenGL core for the open-source DRI
55 drivers for XFree86/X.org. See the <a href="http://dri.freedesktop.org/">DRI
56 website</a> for more information.
57 </p>
58 <p>
59 There have been other hardware drivers for Mesa over the years (such as
60 the 3Dfx Glide/Voodoo driver, an old S3 driver, etc) but the DRI drivers
61 are the modern ones.
62 </p>
63
64 <h2>1.3 What purpose does Mesa serve today?</h2>
65 <p>
66 Hardware-accelerated OpenGL implementations are available for most popular
67 operating systems today.
68 Still, Mesa serves at least these purposes:
69 </p>
70 <ul>
71 <li>Mesa is used as the core of the open-source XFree86/X.org DRI
72 hardware drivers.
73 </li>
74 <li>Mesa is quite portable and allows OpenGL to be used on systems
75 that have no other OpenGL solution.
76 </li>
77 <li>Software rendering with Mesa serves as a reference for validating the
78 hardware drivers.
79 </li>
80 <li>A software implementation of OpenGL is useful for experimentation,
81 such as testing new rendering techniques.
82 </li>
83 <li>Mesa can render images with deep color channels: 16-bit integer
84 and 32-bit floating point color channels are supported.
85 This capability is only now appearing in hardware.
86 </li>
87 <li>Mesa's internal limits (max lights, clip planes, texture size, etc) can be
88 changed for special needs (hardware limits are hard to overcome).
89 </li>
90 </ul>
91
92
93 <h2>1.4 What's the difference between "Stand-Alone" Mesa and the DRI drivers?</h2>
94 <p>
95 <em>Stand-alone Mesa</em> is the original incarnation of Mesa.
96 On systems running the X Window System it does all its rendering through
97 the Xlib API:
98 </p>
99 <ul>
100 <li>The GLX API is supported, but it's really just an emulation of the
101 real thing.
102 <li>The GLX wire protocol is not supported and there's no OpenGL extension
103 loaded by the X server.
104 <li>There is no hardware acceleration.
105 <li>The OpenGL library, libGL.so, contains everything (the programming API,
106 the GLX functions and all the rendering code).
107 </ul>
108 <p>
109 Alternately, Mesa acts as the core for a number of OpenGL hardware drivers
110 within the DRI (Direct Rendering Infrastructure):
111 <ul>
112 <li>The libGL.so library provides the GL and GLX API functions, a GLX
113 protocol encoder, and a device driver loader.
114 <li>The device driver modules (such as r200_dri.so) contain a built-in
115 copy of the core Mesa code.
116 <li>The X server loads the GLX module.
117 The GLX module decodes incoming GLX protocol and dispatches the commands
118 to a rendering module.
119 For the DRI, this module is basically a software Mesa renderer.
120 </ul>
121
122
123
124 <h2>1.5 How do I upgrade my DRI installation to use a new Mesa release?</h2>
125 <p>
126 This wasn't easy in the past.
127 Now, the DRI drivers are included in the Mesa tree and can be compiled
128 separately from the X server.
129 Just follow the Mesa <a href="install.html">compilation instructions</a>.
130 </p>
131
132
133 <h2>1.6 Are there other open-source implementations of OpenGL?</h2>
134 <p>
135 Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html">
136 OpenGL Sample Implemenation (SI)</a> is available.
137 The SI was written during the time that OpenGL was originally designed.
138 Unfortunately, development of the SI has stagnated.
139 Mesa is much more up to date with modern features and extensions.
140 </p>
141
142 <p>
143 <a href="http://ogl-es.sourceforge.net">Vincent</a> is
144 an open-source implementation of OpenGL ES for mobile devices.
145
146 <p>
147 <a href="http://www.dsbox.com/minigl.html">miniGL</a>
148 is a subset of OpenGL for PalmOS devices.
149
150 <p>
151 <a href="http://fabrice.bellard.free.fr/TinyGL/">TinyGL</a>
152 is a subset of OpenGL.
153 </p>
154
155 <p>
156 <a href="http://softgl.studierstube.org/">SoftGL</a>
157 is an OpenGL subset for mobile devices.
158 </p>
159
160 <p>
161 <a href="http://chromium.sourceforge.net/">Chromium</a>
162 isn't a conventional OpenGL implementation (it's layered upon OpenGL),
163 but it does export the OpenGL API. It allows tiled rendering, sort-last
164 rendering, etc.
165 </p>
166
167 <p>
168 <a href="http://www.ticalc.org/archives/files/fileinfo/361/36173.html">ClosedGL</a>
169 is an OpenGL subset library for TI graphing calculators.
170 </p>
171
172 <p>
173 There may be other open OpenGL implementations, but Mesa is the most
174 popular and feature-complete.
175 </p>
176
177
178
179 <br>
180 <br>
181
182
183 <h1 id="part2">2. Compilation and Installation Problems</h1>
184
185
186 <h2>2.1 What's the easiest way to install Mesa?</h2>
187 <p>
188 If you're using a Linux-based system, your distro CD most likely already
189 has Mesa packages (like RPM or DEB) which you can easily install.
190 </p>
191
192
193 <h2>2.2 I get undefined symbols such as bgnpolygon, v3f, etc...</h2>
194 <p>
195 You're application is written in IRIS GL, not OpenGL.
196 IRIS GL was the predecessor to OpenGL and is a different thing (almost)
197 entirely.
198 Mesa's not the solution.
199 </p>
200
201
202 <h2>2.3 Where is the GLUT library?</h2>
203 <p>
204 GLUT (OpenGL Utility Toolkit) is no longer in the separate MesaGLUT-x.y.z.tar.gz file.
205 If you don't already have GLUT installed, you should grab
206 <a href="http://freeglut.sourceforge.net/">freeglut</a>.
207 </p>
208
209
210 <h2>2.4 Where is the GLw library?</h2>
211 <p>
212 GLw (OpenGL widget library) is now available from a separate <a href="http://cgit.freedesktop.org/mesa/glw/">git repository</a>. Unless you're using very old Xt/Motif applications with OpenGL, you shouldn't need it.
213 </p>
214
215
216 <h2>2.5 What's the proper place for the libraries and headers?</h2>
217 <p>
218 On Linux-based systems you'll want to follow the
219 <a href="http://oss.sgi.com/projects/ogl-sample/ABI/index.html">Linux ABI</a> standard.
220 Basically you'll want the following:
221 </p>
222 <ul>
223 <li>/usr/include/GL/gl.h - the main OpenGL header
224 </li><li>/usr/include/GL/glu.h - the OpenGL GLU (utility) header
225 </li><li>/usr/include/GL/glx.h - the OpenGL GLX header
226 </li><li>/usr/include/GL/glext.h - the OpenGL extensions header
227 </li><li>/usr/include/GL/glxext.h - the OpenGL GLX extensions header
228 </li><li>/usr/include/GL/osmesa.h - the Mesa off-screen rendering header
229 </li><li>/usr/lib/libGL.so - a symlink to libGL.so.1
230 </li><li>/usr/lib/libGL.so.1 - a symlink to libGL.so.1.xyz
231 </li><li>/usr/lib/libGL.so.xyz - the actual OpenGL/Mesa library. xyz denotes the
232 Mesa version number.
233 </li></ul>
234 <p>
235 After installing XFree86/X.org and the DRI drivers, some of these files
236 may be symlinks into the /usr/X11R6/ tree.
237 </p>
238 <p>
239 The old-style Makefile system doesn't install the Mesa libraries; it's
240 up to you to copy them (and the headers) to the right place.
241 </p>
242 <p>
243 The GLUT header and library should go in the same directories.
244 </p>
245 <br>
246 <br>
247
248
249 <h1 id="part3">3. Runtime / Rendering Problems</h1>
250
251 <h2>3.1 Rendering is slow / why isn't my graphics hardware being used?</h2>
252 <p>
253 Stand-alone Mesa (downloaded as MesaLib-x.y.z.tar.gz) doesn't have any
254 support for hardware acceleration (with the exception of the 3DFX Voodoo
255 driver).
256 </p>
257 <p>
258 What you really want is a DRI or NVIDIA (or another vendor's OpenGL) driver
259 for your particular hardware.
260 </p>
261 <p>
262 You can run the <code>glxinfo</code> program to learn about your OpenGL
263 library.
264 Look for the GL_VENDOR and GL_RENDERER values.
265 That will identify who's OpenGL library you're using and what sort of
266 hardware it has detected.
267 </p>
268 <p>
269 If your DRI-based driver isn't working, go to the
270 <a href="http://dri.sf.net/">DRI website</a> for trouble-shooting information.
271 </p>
272
273
274 <h2>3.2 I'm seeing errors in depth (Z) buffering. Why?</h2>
275 <p>
276 Make sure the ratio of the far to near clipping planes isn't too great.
277 Look
278 <a href="http://www.opengl.org/resources/faq/technical/depthbuffer.htm#0040">here</a>
279 for details.
280 </p>
281 <p>
282 Mesa uses a 16-bit depth buffer by default which is smaller and faster
283 to clear than a 32-bit buffer but not as accurate.
284 If you need a deeper you can modify the parameters to
285 <code> glXChooseVisual</code> in your code.
286 </p>
287
288
289 <h2>3.3 Why Isn't depth buffering working at all?</h2>
290 <p>
291 Be sure you're requesting a depth buffered-visual. If you set the MESA_DEBUG
292 environment variable it will warn you about trying to enable depth testing
293 when you don't have a depth buffer.
294 </p>
295 <p>Specifically, make sure <code>glutInitDisplayMode</code> is being called
296 with <code>GLUT_DEPTH</code> or <code>glXChooseVisual</code> is being
297 called with a non-zero value for GLX_DEPTH_SIZE.
298 </p>
299 <p>This discussion applies to stencil buffers, accumulation buffers and
300 alpha channels too.
301 </p>
302
303
304 <h2>3.4 Why does glGetString() always return NULL?</h2>
305 <p>
306 Be sure you have an active/current OpenGL rendering context before
307 calling glGetString.
308 </p>
309
310
311 <h2>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h2>
312 <p>
313 If you're trying to draw a filled region by using GL_POINTS or GL_LINES
314 and seeing holes or gaps it's because of a float-to-int rounding problem.
315 But this is not a bug.
316 See Appendix H of the OpenGL Programming Guide - "OpenGL Correctness Tips".
317 Basically, applying a translation of (0.375, 0.375, 0.0) to your coordinates
318 will fix the problem.
319 </p>
320
321 <h2>3.6 How can I change the maximum framebuffer size in Mesa's
322 <tt>swrast</tt> backend?</h2>
323 <p>
324 These can be overridden by using the <tt>--with-max-width</tt> and
325 <tt>--with-max-height</tt> options. The two need not be equal.
326 </p><p>
327 Do note that Mesa uses these values to size some internal buffers,
328 so increasing these sizes will cause Mesa to require additional
329 memory. Furthermore, increasing these limits beyond <tt>4096</tt>
330 may introduce rasterization artifacts; see the leading comments in
331 <tt>src/mesa/swrast/s_tritemp.h</tt>.
332 </p>
333
334 <br>
335 <br>
336
337
338 <h1 id="part4">4. Developer Questions</h1>
339
340 <h2>4.1 How can I contribute?</h2>
341 <p>
342 First, join the <a href="lists.html">mesa-dev mailing list</a>.
343 That's where Mesa development is discussed.
344 </p>
345 <p>
346 The <a href="http://www.opengl.org/documentation">
347 OpenGL Specification</a> is the bible for OpenGL implemention work.
348 You should read it.
349 </p>
350 <p>Most of the Mesa development work involves implementing new OpenGL
351 extensions, writing hardware drivers (for the DRI), and code optimization.
352 </p>
353
354 <h2>4.2 How do I write a new device driver?</h2>
355 <p>
356 Unfortunately, writing a device driver isn't easy.
357 It requires detailed understanding of OpenGL, the Mesa code, and your
358 target hardware/operating system.
359 3D graphics are not simple.
360 </p>
361 <p>
362 The best way to get started is to use an existing driver as your starting
363 point.
364 For a software driver, the X11 and OSMesa drivers are good examples.
365 For a hardware driver, the Radeon and R200 DRI drivers are good examples.
366 </p>
367 <p>The DRI website has more information about writing hardware drivers.
368 The process isn't well document because the Mesa driver interface changes
369 over time, and we seldome have spare time for writing documentation.
370 That being said, many people have managed to figure out the process.
371 </p>
372 <p>
373 Joining the appropriate mailing lists and asking questions (and searching
374 the archives) is a good way to get information.
375 </p>
376
377
378 <h2>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa?</h2>
379 <p>
380 The <a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt">specification for the extension</a>
381 indicates that there are intellectual property (IP) and/or patent issues
382 to be dealt with.
383 </p>
384 <p>We've been unsucessful in getting a response from S3 (or whoever owns
385 the IP nowadays) to indicate whether or not an open source project can
386 implement the extension (specifically the compression/decompression
387 algorithms).
388 </p>
389 <p>
390 In the mean time, a 3rd party <a href="http://dri.freedesktop.org/wiki/S3TC">
391 plug-in library</a> is available.
392 </p>
393
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