c9081c9aaadc09e46ac23f6dcaa2912b0e9b0e67
[mesa.git] / docs / faq.html
1 <html>
2
3 <head><title>Mesa FAQ</title></head>
4
5 <BODY text="#000000" bgcolor="#55bbff" link="#111188">
6
7
8 <center>
9 <h1>Mesa Frequently Asked Questions</h1>
10 Last updated: 17 November 2004
11 </center>
12
13 <br>
14 <br>
15 <h2>Index</h2>
16 <a href="#part1">1. High-level Questions and Answers</a>
17 <br>
18 <a href="#part2">2. Compilation and Installation Problems</a>
19 <br>
20 <a href="#part3">3. Runtime / Rendering Problems</a>
21 <br>
22 <a href="#part4">4. Developer Questions</a>
23 <br>
24 <br>
25 <br>
26
27
28
29 <a name="part1">
30 </a><h1><a name="part1">1. High-level Questions and Answers</a></h1>
31
32 <h2><a name="part1">1.1 What is Mesa?</a></h2>
33 <p>
34 <a name="part1">Mesa is an open-source implementation of the OpenGL specification.
35 OpenGL is a programming library for writing interactive 3D applications.
36 See the </a><a href="http://www.opengl.org/">OpenGL website</a> for more
37 information.
38 </p>
39 <p>
40 Mesa 5.x supports the OpenGL 1.4 specification.
41 </p>
42
43
44 <h2>1.2 Does Mesa support/use graphics hardware?</h2>
45 <p>
46 Yes. Specifically, Mesa serves as the OpenGL core for the open-source
47 XFree86/DRI OpenGL drivers. See the <a href="http://dri.sf.net/">DRI
48 website</a> for more information.
49 </p>
50 <p>
51 There have been other hardware drivers for Mesa over the years (such as
52 the 3Dfx Glide/Voodoo driver, an old S3 driver, etc) but the DRI drivers
53 are the modern ones.
54 </p>
55
56 <h2>1.3 What purpose does Mesa serve today?</h2>
57 <p>
58 Hardware-accelerated OpenGL implementations are available for most popular
59 operating systems today.
60 Still, Mesa serves at least these purposes:
61 </p>
62 <ul>
63 <li>Mesa is used as the core of the open-source XFree86/DRI hardware drivers.
64 </li>
65 <li>Mesa is quite portable and allows OpenGL to be used on systems
66 that have no other OpenGL solution.
67 </li>
68 <li>Software rendering with Mesa serves as a reference for validating the
69 hardware drivers.
70 </li>
71 <li>A software implementation of OpenGL is useful for experimentation,
72 such as testing new rendering techniques.
73 </li>
74 <li>Mesa can render images with deep color channels: 16-bit integer
75 and 32-bit floating point color channels are supported.
76 This capability is only now appearing in hardware.
77 </li>
78 <li>Mesa's internal limits (max lights, clip planes, texture size, etc) can be
79 changed for special needs (hardware limits are hard to overcome).
80 </li>
81 </ul>
82
83
84 <h2>1.4 What's the difference between"Stand-Alone" Mesa and the DRI drivers?</h2>
85 <p>
86 <em>Stand-alone Mesa</em> is the original incarnation of Mesa.
87 On systems running the X Window System, it does all its rendering through
88 the Xlib API.
89 <ul>
90 <li>The GLX API is supported, but it's really just an emulation of the
91 real thing.
92 <li>The GLX wire protocol is not supported and there's no OpenGL extension
93 loaded by the X server.
94 <li>There is no hardware acceleration.
95 <li>The OpenGL library, libGL.so, contains everything (the programming API,
96 the GLX functions and all the rendering code).
97 </ul>
98 </p>
99 <p>
100 Alternately, Mesa acts as the core for a number of OpenGL hardware drivers
101 within the DRI (Direct Rendering Infrastructure):
102 <ul>
103 <li>The libGL.so library provides the GL and GLX API functions, a GLX
104 protocol encoder, and a device driver loader.
105 <li>The device driver modules (such as r200_dri.so) contain a built-in
106 copy of the core Mesa code.
107 <li>The X server loads the GLX module.
108 The GLX module decodes incoming GLX protocol and dispatches the commands
109 to a rendering module.
110 For the DRI, this module is basically a software Mesa renderer.
111 </ul>
112
113
114
115 <h2>1.5 How do I upgrade my DRI installation to use a new Mesa release?</h2>
116 <p>
117 You don't! A copy of the Mesa source code lives inside the XFree86/DRI source
118 tree and gets compiled into the individual DRI driver modules.
119 If you try to install Mesa over an XFree86/DRI installation, you'll lose
120 hardware rendering (because stand-alone Mesa's libGL.so is different than
121 the XFree86 libGL.so).
122 </p>
123 <p>
124 The DRI developers will incorporate the latest release of Mesa into the
125 DRI drivers when the time is right.
126 </p>
127 <p>
128 To upgrade, either look for a new release of <a href="http://www.xfree86.org"
129 target="_parent">XFree86</a> or visit the
130 <a href="http://dri.sf.net" target="_parent">DRI website</a> to see
131 if there's newer drivers.
132 </p>
133
134
135 <h2>1.6 Are there other open-source implementations of OpenGL?</h2>
136 <p>
137 Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html"
138 target="_parent">
139 OpenGL Sample Implemenation (SI)</a> is available.
140 The SI was written during the time that OpenGL was originally designed.
141 Unfortunately, development of the SI has stagnated.
142 Mesa is much more up to date with modern features and extensions.
143 </p>
144
145 <p>
146 <a href="http://ogl-es.sourceforge.net" target="_parent">Vincent</a> is
147 an open-source implementation of OpenGL ES for mobile devices.
148
149 <p>
150 <a href="http://www.dsbox.com/minigl.html" target="_parent">miniGL</a>
151 is a subset of OpenGL for PalmOS devices.
152
153 <p>
154 <a href="http://fabrice.bellard.free.fr/TinyGL/"
155 target="_parent">TinyGL</a> is a subset of OpenGL.
156 </p>
157
158 <p>
159 <a href="http://softgl.studierstube.org/" target="_parent">SoftGL</a>
160 is an OpenGL subset for mobile devices.
161 </p>
162
163 <p>
164 <a href="http://chromium.sourceforge.net/" target="_parent">Chromium</a>
165 isn't a conventional OpenGL implementation (it's layered upon OpenGL),
166 but it does export the OpenGL API. It allows tiled rendering, sort-last
167 rendering, etc.
168 </p>
169
170 <p>
171 There may be other open OpenGL implementations, but Mesa is the most
172 popular and feature-complete.
173 </p>
174
175
176
177 <br>
178 <br>
179
180
181 <a name="part2">
182 </a><h1><a name="part2">2. Compilation and Installation Problems</a></h1>
183
184
185 <h2><a name="part2">2.1 What's the easiest way to install Mesa?</a></h2>
186 <p>
187 <a name="part2">If you're using a Linux-based system, your distro CD most likely already
188 has Mesa packages (like RPM or DEB) which you can easily install.
189 </a></p>
190
191
192 <h2><a name="part2">2.2 Running <code>configure; make</code> doesn't Work</a></h2>
193 <p>
194 Mesa no longer supports GNU autoconf/automake. Why?
195 <ul>
196 <li>It seemed to seldom work on anything but Linux
197 <li>The config files were hard to maintain and hard to understand
198 <li>libtool caused a lot of grief
199 </ul>
200
201 <p>
202 Now, Mesa again uses a conventional Makefile system (as it did originally).
203 Basically, each Makefile in the tree includes one of the configuration
204 files from the config/ directory.
205 The config files specify all the variables for a variety of popular systems.
206 </p>
207
208
209 <h2><a name="part2">2.3 I get undefined symbols such as bgnpolygon, v3f, etc...</a></h2>
210 <p>
211 <a name="part2">You're application is written in IRIS GL, not OpenGL.
212 IRIS GL was the predecessor to OpenGL and is a different thing (almost)
213 entirely.
214 Mesa's not the solution.
215 </a></p>
216
217
218 <h2><a name="part2">2.4 Where is the GLUT library?</a></h2>
219 <p>
220 <a name="part2">GLUT (OpenGL Utility Toolkit) is in the separate MesaDemos-x.y.z.tar.gz file.
221 If you don't already have GLUT installed, you should grab the MesaDemos
222 package and unpack it before compiling Mesa.
223 </a></p>
224
225
226
227 <h2><a name="part2">2.5 What's the proper place for the libraries and headers?</a></h2>
228 <p>
229 <a name="part2">On Linux-based systems you'll want to follow the
230 </a><a href="http://oss.sgi.com/projects/ogl-sample/ABI/index.html"
231 target="_parent">Linux ABI</a> standard.
232 Basically you'll want the following:
233 </p>
234 <ul>
235 <li>/usr/include/GL/gl.h - the main OpenGL header
236 </li><li>/usr/include/GL/glu.h - the OpenGL GLU (utility) header
237 </li><li>/usr/include/GL/glx.h - the OpenGL GLX header
238 </li><li>/usr/include/GL/glext.h - the OpenGL extensions header
239 </li><li>/usr/include/GL/glxext.h - the OpenGL GLX extensions header
240 </li><li>/usr/include/GL/osmesa.h - the Mesa off-screen rendering header
241 </li><li>/usr/lib/libGL.so - a symlink to libGL.so.1
242 </li><li>/usr/lib/libGL.so.1 - a symlink to libGL.so.1.xyz
243 </li><li>/usr/lib/libGL.so.xyz - the actual OpenGL/Mesa library. xyz denotes the
244 Mesa version number.
245 </li><li>/usr/lib/libGLU.so - a symlink to libGLU.so.1
246 </li><li>/usr/lib/libGLU.so.1 - a symlink to libGLU.so.1.3.xyz
247 </li><li>/usr/lib/libGLU.so.xyz - the OpenGL Utility library. xyz denotes the Mesa
248 version number.
249 </li></ul>
250 <p>
251 After installing XFree86 and the DRI drivers, some of these files
252 may be symlinks into the /usr/X11R6/ tree.
253 </p>
254 <p>
255 The old-style Makefile system doesn't install the Mesa libraries; it's
256 up to you to copy them (and the headers) to the right place.
257 </p>
258 <p>
259 The GLUT header and library should go in the same directories.
260 </p>
261 <br>
262 <br>
263
264
265 <a name="part3">
266 </a><h1><a name="part3">3. Runtime / Rendering Problems</a></h1>
267
268 <h2><a name="part3">3.1 Rendering is slow / why isn't my graphics hardware being used?</a></h2>
269 <p>
270 <a name="part3">Stand-alone Mesa (downloaded as MesaLib-x.y.z.tar.gz) doesn't have any
271 support for hardware acceleration (with the exception of the 3DFX Voodoo
272 driver).
273 </a></p>
274 <p>
275 <a name="part3">What you really want is a DRI or NVIDIA (or another vendor's OpenGL) driver
276 for your particular hardware.
277 </a></p>
278 <p>
279 <a name="part3">You can run the <code>glxinfo</code> program to learn about your OpenGL
280 library.
281 Look for the GL_VENDOR and GL_RENDERER values.
282 That will identify who's OpenGL library you're using and what sort of
283 hardware it has detected.
284 </a></p>
285 <p>
286 <a name="part3">If your DRI-based driver isn't working, go to the
287 </a><a href="http://dri.sf.net/" target="_parent">DRI website</a> for trouble-shooting information.
288 </p>
289
290
291 <h2>3.2 I'm seeing errors in depth (Z) buffering. Why?</h2>
292 <p>
293 Make sure the ratio of the far to near clipping planes isn't too great.
294 Look
295 <a href="http://www.sgi.com/software/opengl/advanced97/notes/node18.html"
296 target="_parent">
297 here</a> for details.
298 </p>
299 <p>
300 Mesa uses a 16-bit depth buffer by default which is smaller and faster
301 to clear than a 32-bit buffer but not as accurate.
302 If you need a deeper you can modify the parameters to
303 <code> glXChooseVisual</code> in your code.
304 </p>
305
306
307 <h2>3.3 Why Isn't depth buffering working at all?</h2>
308 <p>
309 Be sure you're requesting a depth buffered-visual. If you set the MESA_DEBUG
310 environment variable it will warn you about trying to enable depth testing
311 when you don't have a depth buffer.
312 </p>
313 <p>Specifically, make sure <code>glutInitDisplayMode</code> is being called
314 with <code>GLUT_DEPTH</code> or <code>glXChooseVisual</code> is being
315 called with a non-zero value for GLX_DEPTH_SIZE.
316 </p>
317 <p>This discussion applies to stencil buffers, accumulation buffers and
318 alpha channels too.
319 </p>
320
321
322 <h2>3.4 Why does glGetString() always return NULL?</h2>
323 <p>
324 Be sure you have an active/current OpenGL rendering context before
325 calling glGetString.
326 </p>
327
328
329 <h2>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h2>
330 <p>
331 If you're trying to draw a filled region by using GL_POINTS or GL_LINES
332 and seeing holes or gaps it's because of a float-to-int rounding problem.
333 But this is not a bug.
334 See Appendix H of the OpenGL Programming Guide - "OpenGL Correctness Tips".
335 Basically, applying a translation of (0.375, 0.375, 0.0) to your coordinates
336 will fix the problem.
337 </p>
338
339 <br>
340 <br>
341
342
343 <a name="part4">
344 </a><h1><a name="part4">4. Developer Questions</a></h1>
345
346 <h2><a name="part4">4.1 How can I contribute?</a></h2>
347 <p>
348 <a name="part4">First, join the Mesa3d-dev mailing list. That's where Mesa development
349 is discussed.
350 </a></p>
351 <p>
352 <a name="part4">The </a><a href="http://www.opengl.org/developers/documentation/specs.html" target="_parent">
353 OpenGL Specification</a> is the bible for OpenGL implemention work.
354 You should read it.
355 </p>
356 <p>Most of the Mesa development work involves implementing new OpenGL
357 extensions, writing hardware drivers (for the DRI), and code optimization.
358 </p>
359
360 <h2>4.2 How do I write a new device driver?</h2>
361 <p>
362 Unfortunately, writing a device driver isn't easy.
363 It requires detailed understanding of OpenGL, the Mesa code, and your
364 target hardware/operating system.
365 3D graphics are not simple.
366 </p>
367 <p>
368 The best way to get started is to use an existing driver as your starting
369 point.
370 For a software driver, the X11 and OSMesa drivers are good examples.
371 For a hardware driver, the Radeon and R200 DRI drivers are good examples.
372 </p>
373 <p>The DRI website has more information about writing hardware drivers.
374 The process isn't well document because the Mesa driver interface changes
375 over time, and we seldome have spare time for writing documentation.
376 That being said, many people have managed to figure out the process.
377 </p>
378 <p>
379 Joining the appropriate mailing lists and asking questions (and searching
380 the archives) is a good way to get information.
381 </p>
382
383
384 <h2>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa and/or the DRI drivers?</h2>
385 <p>
386 The <a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt" target="_parent">specification for the extension</a>
387 indicates that there are intellectual property (IP) and/or patent issues
388 to be dealt with.
389 </p>
390 <p>We've been unsucessful in getting a response from S3 (or whoever owns
391 the IP nowadays) to indicate whether or not an open source project can
392 implement the extension (specifically the compression/decompression
393 algorithms).
394 </p>
395 <p>
396 Until we can get official permission to do so, this extension will not
397 be implemented in Mesa.
398 </p>
399
400
401 </body>
402 </html>