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9 <h1>Mesa Frequently Asked Questions</h1>
10 Last updated: 6 August 2003
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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 (software-based rendering) 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 <h2>1.4 How do I upgrade my DRI installation to use a new Mesa release?</h2>
84 <p>
85 You don't! A copy of the Mesa source code lives inside the XFree86/DRI source
86 tree and gets compiled into the individual DRI driver modules.
87 If you try to install Mesa over an XFree86/DRI installation, you'll lose
88 hardware rendering (because stand-alone Mesa's libGL.so is different than
89 the XFree86 libGL.so).
90 </p>
91 <p>
92 The DRI developers will incorporate the latest release of Mesa into the
93 DRI drivers when the time is right.
94 </p>
95 <p>
96 To upgrade, either look for a new release of <a href="http://www.xfree86.org"
97 target="_parent">XFree86</a> or visit the
98 <a href="http://dri.sf.net" target="_parent">DRI website</a> to see
99 if there's newer drivers.
100 </p>
101
102
103 <h2>1.5 Are there other open-source implementations of OpenGL?</h2>
104 <p>
105 Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html">
106 OpenGL Sample Implemenation (SI)</a> is available.
107 The SI was written during the time that OpenGL was originally designed.
108 Unfortunately, development of the SI has stagnated.
109 Mesa is much more up to date with modern features and extensions.
110 </p>
111 <p>
112 <a href="http://www.dsbox.com/minigl.html">miniGL</a> is a subset of OpenGL
113 for PalmOS devices.
114
115 <a href="http://fabrice.bellard.free.fr/TinyGL/">TinyGL</a> is another
116 subset of OpenGL.
117 </p>
118 <p>
119 There may be others but Mesa is the most popular and feature-complete.
120 </p>
121
122 <br>
123 <br>
124
125
126 <a name="part2">
127 </a><h1><a name="part2">2. Compilation and Installation Problems</a></h1>
128
129
130 <h2><a name="part2">2.1 What's the easiest way to install Mesa?</a></h2>
131 <p>
132 <a name="part2">If you're using a Linux-based system, your distro CD most likely already
133 has Mesa packages (like RPM or DEB) which you can easily install.
134 </a></p>
135
136
137 <h2><a name="part2">2.2 Running <code>configure; make</code> Doesn't Work</a></h2>
138 <p>
139 <a name="part2">Unfortunately, the GNU autoconf/automake/libtool system doesn't seem to work
140 too well on non GNU/Linux systems, even after installing gmake, gcc, etc.
141 For that reason, Mesa's <b>old-style</b> makefile system is still included.
142 The old-style system uses good old traditional Makefiles. Try the following:
143 </a></p><pre><a name="part2"> cd Mesa-x.y.z
144 cp Makefile.X11 Makefile
145 make
146 </a></pre>
147 <a name="part2">You'll see a list of system configurations from which to choose.
148 For example:
149 </a><pre><a name="part2"> make linux-x86
150 </a></pre>
151 <p>
152 <a name="part2">If you're experienced with GNU autoconf/automake/libtool and think you can help
153 with maintence, contact the Mesa developers.
154 FYI, the Mesa developers generally don't use the autoconf/automake system.
155 We're especially annoyed with the fact that a +5000-line script (libtool)
156 is needed to make shared libraries (ugh).
157 </a></p>
158
159 <h2><a name="part2">2.3 Mesa still doesn't compile</a></h2>
160 <p>
161 <a name="part2">If the old-style Makefile system doesn't work either, make sure you have
162 the most recent version of Mesa.
163 Otherwise, file a bug report or post to the Mesa3d-users mailing list.
164 Give as much info as possible when describing your problem.
165 </a></p>
166
167
168 <h2><a name="part2">2.4 I get undefined symbols such as bgnpolygon, v3f, etc...</a></h2>
169 <p>
170 <a name="part2">You're application is written in IRIS GL, not OpenGL.
171 IRIS GL was the predecessor to OpenGL and is a different thing (almost)
172 entirely.
173 Mesa's not the solution.
174 </a></p>
175
176
177 <h2><a name="part2">2.5 Where is the GLUT library?</a></h2>
178 <p>
179 <a name="part2">GLUT (OpenGL Utility Toolkit) is in the separate MesaDemos-x.y.z.tar.gz file.
180 If you don't already have GLUT installed, you should grab the MesaDemos
181 package and unpack it before compiling Mesa.
182 </a></p>
183
184
185
186 <h2><a name="part2">2.6 What's the proper place for the libraries and headers?</a></h2>
187 <p>
188 <a name="part2">On Linux-based systems you'll want to follow the
189 </a><a href="http://oss.sgi.com/projects/ogl-sample/ABI/index.html">Linux ABI</a>
190 standard.
191 Basically you'll want the following:
192 </p>
193 <ul>
194 <li>/usr/include/GL/gl.h - the main OpenGL header
195 </li><li>/usr/include/GL/glu.h - the OpenGL GLU (utility) header
196 </li><li>/usr/include/GL/glx.h - the OpenGL GLX header
197 </li><li>/usr/include/GL/glext.h - the OpenGL extensions header
198 </li><li>/usr/include/GL/glxext.h - the OpenGL GLX extensions header
199 </li><li>/usr/include/GL/osmesa.h - the Mesa off-screen rendering header
200 </li><li>/usr/lib/libGL.so - a symlink to libGL.so.1
201 </li><li>/usr/lib/libGL.so.1 - a symlink to libGL.so.1.xyz
202 </li><li>/usr/lib/libGL.so.xyz - the actual OpenGL/Mesa library. xyz denotes the
203 Mesa version number.
204 </li><li>/usr/lib/libGLU.so - a symlink to libGLU.so.1
205 </li><li>/usr/lib/libGLU.so.1 - a symlink to libGLU.so.1.3.xyz
206 </li><li>/usr/lib/libGLU.so.xyz - the OpenGL Utility library. xyz denotes the Mesa
207 version number.
208 </li></ul>
209 <p>
210 After installing XFree86 and the DRI drivers, some of these files
211 may be symlinks into the /usr/X11R6/ tree.
212 </p>
213 <p>
214 The old-style Makefile system doesn't install the Mesa libraries; it's
215 up to you to copy them (and the headers) to the right place.
216 </p>
217 <p>
218 The GLUT header and library should go in the same directories.
219 </p>
220 <br>
221 <br>
222
223
224 <a name="part3">
225 </a><h1><a name="part3">3. Runtime / Rendering Problems</a></h1>
226
227 <h2><a name="part3">3.1 Rendering is slow / why isn't my graphics hardware being used?</a></h2>
228 <p>
229 <a name="part3">Stand-alone Mesa (downloaded as MesaLib-x.y.z.tar.gz) doesn't have any
230 support for hardware acceleration (with the exception of the 3DFX Voodoo
231 driver).
232 </a></p>
233 <p>
234 <a name="part3">What you really want is a DRI or NVIDIA (or another vendor's OpenGL) driver
235 for your particular hardware.
236 </a></p>
237 <p>
238 <a name="part3">You can run the <code>glxinfo</code> program to learn about your OpenGL
239 library.
240 Look for the GL_VENDOR and GL_RENDERER values.
241 That will identify who's OpenGL library you're using and what sort of
242 hardware it has detected.
243 </a></p>
244 <p>
245 <a name="part3">If your DRI-based driver isn't working, go to the
246 </a><a href="http://dri.sf.net/">DRI website</a> for trouble-shooting information.
247 </p>
248
249
250 <h2>3.2 I'm seeing errors in depth (Z) buffering. Why?</h2>
251 <p>
252 Make sure the ratio of the far to near clipping planes isn't too great.
253 Look
254 <a href="http://www.sgi.com/software/opengl/advanced97/notes/node18.html">
255 here</a> for details.
256 </p>
257 <p>
258 Mesa uses a 16-bit depth buffer by default which is smaller and faster
259 to clear than a 32-bit buffer but not as accurate.
260 If you need a deeper you can modify the parameters to
261 <code> glXChooseVisual</code> in your code.
262 </p>
263
264
265 <h2>3.3 Why Isn't depth buffering working at all?</h2>
266 <p>
267 Be sure you're requesting a depth buffered-visual. If you set the MESA_DEBUG
268 environment variable it will warn you about trying to enable depth testing
269 when you don't have a depth buffer.
270 </p>
271 <p>Specifically, make sure <code>glutInitDisplayMode</code> is being called
272 with <code>GLUT_DEPTH</code> or <code>glXChooseVisual</code> is being
273 called with a non-zero value for GLX_DEPTH_SIZE.
274 </p>
275 <p>This discussion applies to stencil buffers, accumulation buffers and
276 alpha channels too.
277 </p>
278
279
280 <h2>3.4 Why does glGetString() always return NULL?</h2>
281 <p>
282 Be sure you have an active/current OpenGL rendering context before
283 calling glGetString.
284 </p>
285
286
287 <h2>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h2>
288 <p>
289 If you're trying to draw a filled region by using GL_POINTS or GL_LINES
290 and seeing holes or gaps it's because of a float-to-int rounding problem.
291 But this is not a bug.
292 See Appendix H of the OpenGL Programming Guide - "OpenGL Correctness Tips".
293 Basically, applying a translation of (0.375, 0.375, 0.0) to your coordinates
294 will fix the problem.
295 </p>
296
297 <br>
298 <br>
299
300
301 <a name="part4">
302 </a><h1><a name="part4">4. Developer Questions</a></h1>
303
304 <h2><a name="part4">4.1 How can I contribute?</a></h2>
305 <p>
306 <a name="part4">First, join the Mesa3d-dev mailing list. That's where Mesa development
307 is discussed.
308 </a></p>
309 <p>
310 <a name="part4">The </a><a href="http://www.opengl.org/developers/documentation/specs.html">
311 OpenGL Specification</a> is the bible for OpenGL implemention work.
312 You should read it.
313 </p>
314 <p>Most of the Mesa development work involves implementing new OpenGL
315 extensions, writing hardware drivers (for the DRI), and code optimization.
316 </p>
317
318 <h2>4.2 How do I write a new device driver?</h2>
319 <p>
320 Unfortunately, writing a device driver isn't easy.
321 It requires detailed understanding of OpenGL, the Mesa code, and your
322 target hardware/operating system.
323 3D graphics are not simple.
324 </p>
325 <p>
326 The best way to get started is to use an existing driver as your starting
327 point.
328 For a software driver, the X11 and OSMesa drivers are good examples.
329 For a hardware driver, the Radeon and R200 DRI drivers are good examples.
330 </p>
331 <p>The DRI website has more information about writing hardware drivers.
332 The process isn't well document because the Mesa driver interface changes
333 over time, and we seldome have spare time for writing documentation.
334 That being said, many people have managed to figure out the process.
335 </p>
336 <p>
337 Joining the appropriate mailing lists and asking questions (and searching
338 the archives) is a good way to get information.
339 </p>
340
341
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