docs: Fix links in contribute section
[mesa.git] / docs / faq.html
1 <html>
2
3 <head><title>Mesa FAQ</title></head>
4
5 <link rel="stylesheet" type="text/css" href="mesa.css"></head>
6
7 <BODY>
8
9
10 <center>
11 <h1>Mesa Frequently Asked Questions</h1>
12 Last updated: 21 August 2006
13 </center>
14
15 <br>
16 <br>
17 <h2>Index</h2>
18 <a href="#part1">1. High-level Questions and Answers</a>
19 <br>
20 <a href="#part2">2. Compilation and Installation Problems</a>
21 <br>
22 <a href="#part3">3. Runtime / Rendering Problems</a>
23 <br>
24 <a href="#part4">4. Developer Questions</a>
25 <br>
26 <br>
27 <br>
28
29
30
31 <a name="part1">
32 </a><h1><a name="part1">1. High-level Questions and Answers</a></h1>
33
34 <h2><a name="part1">1.1 What is Mesa?</a></h2>
35 <p>
36 <a name="part1">Mesa is an open-source implementation of the OpenGL specification.
37 OpenGL is a programming library for writing interactive 3D applications.
38 See the </a><a href="http://www.opengl.org/">OpenGL website</a> for more
39 information.
40 </p>
41 <p>
42 Mesa 6.x supports the OpenGL 1.5 specification.
43 </p>
44
45
46 <h2>1.2 Does Mesa support/use graphics hardware?</h2>
47 <p>
48 Yes. Specifically, Mesa serves as the OpenGL core for the open-source DRI
49 drivers for XFree86/X.org. See the <a href="http://dri.freedesktop.org/">DRI
50 website</a> for more information.
51 </p>
52 <p>
53 There have been other hardware drivers for Mesa over the years (such as
54 the 3Dfx Glide/Voodoo driver, an old S3 driver, etc) but the DRI drivers
55 are the modern ones.
56 </p>
57
58 <h2>1.3 What purpose does Mesa serve today?</h2>
59 <p>
60 Hardware-accelerated OpenGL implementations are available for most popular
61 operating systems today.
62 Still, Mesa serves at least these purposes:
63 </p>
64 <ul>
65 <li>Mesa is used as the core of the open-source XFree86/X.org DRI
66 hardware drivers.
67 </li>
68 <li>Mesa is quite portable and allows OpenGL to be used on systems
69 that have no other OpenGL solution.
70 </li>
71 <li>Software rendering with Mesa serves as a reference for validating the
72 hardware drivers.
73 </li>
74 <li>A software implementation of OpenGL is useful for experimentation,
75 such as testing new rendering techniques.
76 </li>
77 <li>Mesa can render images with deep color channels: 16-bit integer
78 and 32-bit floating point color channels are supported.
79 This capability is only now appearing in hardware.
80 </li>
81 <li>Mesa's internal limits (max lights, clip planes, texture size, etc) can be
82 changed for special needs (hardware limits are hard to overcome).
83 </li>
84 </ul>
85
86
87 <h2>1.4 What's the difference between"Stand-Alone" Mesa and the DRI drivers?</h2>
88 <p>
89 <em>Stand-alone Mesa</em> is the original incarnation of Mesa.
90 On systems running the X Window System it does all its rendering through
91 the Xlib API:
92 <ul>
93 <li>The GLX API is supported, but it's really just an emulation of the
94 real thing.
95 <li>The GLX wire protocol is not supported and there's no OpenGL extension
96 loaded by the X server.
97 <li>There is no hardware acceleration.
98 <li>The OpenGL library, libGL.so, contains everything (the programming API,
99 the GLX functions and all the rendering code).
100 </ul>
101 </p>
102 <p>
103 Alternately, Mesa acts as the core for a number of OpenGL hardware drivers
104 within the DRI (Direct Rendering Infrastructure):
105 <ul>
106 <li>The libGL.so library provides the GL and GLX API functions, a GLX
107 protocol encoder, and a device driver loader.
108 <li>The device driver modules (such as r200_dri.so) contain a built-in
109 copy of the core Mesa code.
110 <li>The X server loads the GLX module.
111 The GLX module decodes incoming GLX protocol and dispatches the commands
112 to a rendering module.
113 For the DRI, this module is basically a software Mesa renderer.
114 </ul>
115
116
117
118 <h2>1.5 How do I upgrade my DRI installation to use a new Mesa release?</h2>
119 <p>
120 This wasn't easy in the past.
121 Now, the DRI drivers are included in the Mesa tree and can be compiled
122 separately from the X server.
123 Just follow the Mesa <a href="install.html">compilation instructions</a>.
124 </p>
125
126
127 <h2>1.6 Are there other open-source implementations of OpenGL?</h2>
128 <p>
129 Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html"
130 target="_parent">
131 OpenGL Sample Implemenation (SI)</a> is available.
132 The SI was written during the time that OpenGL was originally designed.
133 Unfortunately, development of the SI has stagnated.
134 Mesa is much more up to date with modern features and extensions.
135 </p>
136
137 <p>
138 <a href="http://ogl-es.sourceforge.net" target="_parent">Vincent</a> is
139 an open-source implementation of OpenGL ES for mobile devices.
140
141 <p>
142 <a href="http://www.dsbox.com/minigl.html" target="_parent">miniGL</a>
143 is a subset of OpenGL for PalmOS devices.
144
145 <p>
146 <a href="http://fabrice.bellard.free.fr/TinyGL/"
147 target="_parent">TinyGL</a> is a subset of OpenGL.
148 </p>
149
150 <p>
151 <a href="http://softgl.studierstube.org/" target="_parent">SoftGL</a>
152 is an OpenGL subset for mobile devices.
153 </p>
154
155 <p>
156 <a href="http://chromium.sourceforge.net/" target="_parent">Chromium</a>
157 isn't a conventional OpenGL implementation (it's layered upon OpenGL),
158 but it does export the OpenGL API. It allows tiled rendering, sort-last
159 rendering, etc.
160 </p>
161
162 <p>
163 <a href="http://www.ticalc.org/archives/files/fileinfo/361/36173.html"
164 target="_parent">ClosedGL</a> is an OpenGL subset library for TI
165 graphing calculators.
166 </p>
167
168 <p>
169 There may be other open OpenGL implementations, but Mesa is the most
170 popular and feature-complete.
171 </p>
172
173
174
175 <br>
176 <br>
177
178
179 <a name="part2">
180 </a><h1><a name="part2">2. Compilation and Installation Problems</a></h1>
181
182
183 <h2><a name="part2">2.1 What's the easiest way to install Mesa?</a></h2>
184 <p>
185 <a name="part2">If you're using a Linux-based system, your distro CD most likely already
186 has Mesa packages (like RPM or DEB) which you can easily install.
187 </a></p>
188
189
190 <h2><a name="part2">2.2 Running <code>configure; make</code> doesn't Work</a></h2>
191 <p>
192 Mesa no longer supports GNU autoconf/automake. Why?
193 <ul>
194 <li>It seemed to seldom work on anything but Linux
195 <li>The config files were hard to maintain and hard to understand
196 <li>libtool caused a lot of grief
197 </ul>
198
199 <p>
200 Now Mesa again uses a conventional Makefile system (as it did originally).
201 Basically, each Makefile in the tree includes one of the configuration
202 files from the config/ directory.
203 The config files specify all the variables for a variety of popular systems.
204 </p>
205
206
207 <h2><a name="part2">2.3 I get undefined symbols such as bgnpolygon, v3f, etc...</a></h2>
208 <p>
209 <a name="part2">You're application is written in IRIS GL, not OpenGL.
210 IRIS GL was the predecessor to OpenGL and is a different thing (almost)
211 entirely.
212 Mesa's not the solution.
213 </a></p>
214
215
216 <h2><a name="part2">2.4 Where is the GLUT library?</a></h2>
217 <p>
218 <a name="part2">GLUT (OpenGL Utility Toolkit) is in the separate MesaGLUT-x.y.z.tar.gz file.
219 If you don't already have GLUT installed, you should grab the MesaGLUT
220 package and compile it with the rest of Mesa.
221 </a></p>
222
223
224
225 <h2><a name="part2">2.5 What's the proper place for the libraries and headers?</a></h2>
226 <p>
227 <a name="part2">On Linux-based systems you'll want to follow the
228 </a><a href="http://oss.sgi.com/projects/ogl-sample/ABI/index.html"
229 target="_parent">Linux ABI</a> standard.
230 Basically you'll want the following:
231 </p>
232 <ul>
233 <li>/usr/include/GL/gl.h - the main OpenGL header
234 </li><li>/usr/include/GL/glu.h - the OpenGL GLU (utility) header
235 </li><li>/usr/include/GL/glx.h - the OpenGL GLX header
236 </li><li>/usr/include/GL/glext.h - the OpenGL extensions header
237 </li><li>/usr/include/GL/glxext.h - the OpenGL GLX extensions header
238 </li><li>/usr/include/GL/osmesa.h - the Mesa off-screen rendering header
239 </li><li>/usr/lib/libGL.so - a symlink to libGL.so.1
240 </li><li>/usr/lib/libGL.so.1 - a symlink to libGL.so.1.xyz
241 </li><li>/usr/lib/libGL.so.xyz - the actual OpenGL/Mesa library. xyz denotes the
242 Mesa version number.
243 </li><li>/usr/lib/libGLU.so - a symlink to libGLU.so.1
244 </li><li>/usr/lib/libGLU.so.1 - a symlink to libGLU.so.1.3.xyz
245 </li><li>/usr/lib/libGLU.so.xyz - the OpenGL Utility library. xyz denotes the Mesa
246 version number.
247 </li></ul>
248 <p>
249 After installing XFree86/X.org and the DRI drivers, some of these files
250 may be symlinks into the /usr/X11R6/ tree.
251 </p>
252 <p>
253 The old-style Makefile system doesn't install the Mesa libraries; it's
254 up to you to copy them (and the headers) to the right place.
255 </p>
256 <p>
257 The GLUT header and library should go in the same directories.
258 </p>
259 <br>
260 <br>
261
262
263 <a name="part3">
264 </a><h1><a name="part3">3. Runtime / Rendering Problems</a></h1>
265
266 <h2><a name="part3">3.1 Rendering is slow / why isn't my graphics hardware being used?</a></h2>
267 <p>
268 <a name="part3">Stand-alone Mesa (downloaded as MesaLib-x.y.z.tar.gz) doesn't have any
269 support for hardware acceleration (with the exception of the 3DFX Voodoo
270 driver).
271 </a></p>
272 <p>
273 <a name="part3">What you really want is a DRI or NVIDIA (or another vendor's OpenGL) driver
274 for your particular hardware.
275 </a></p>
276 <p>
277 <a name="part3">You can run the <code>glxinfo</code> program to learn about your OpenGL
278 library.
279 Look for the GL_VENDOR and GL_RENDERER values.
280 That will identify who's OpenGL library you're using and what sort of
281 hardware it has detected.
282 </a></p>
283 <p>
284 <a name="part3">If your DRI-based driver isn't working, go to the
285 </a><a href="http://dri.sf.net/" target="_parent">DRI website</a> for trouble-shooting information.
286 </p>
287
288
289 <h2>3.2 I'm seeing errors in depth (Z) buffering. Why?</h2>
290 <p>
291 Make sure the ratio of the far to near clipping planes isn't too great.
292 Look
293 <a href="http://www.opengl.org/resources/faq/technical/depthbuffer.htm#0040"
294 target="_parent"> here</a> for details.
295 </p>
296 <p>
297 Mesa uses a 16-bit depth buffer by default which is smaller and faster
298 to clear than a 32-bit buffer but not as accurate.
299 If you need a deeper you can modify the parameters to
300 <code> glXChooseVisual</code> in your code.
301 </p>
302
303
304 <h2>3.3 Why Isn't depth buffering working at all?</h2>
305 <p>
306 Be sure you're requesting a depth buffered-visual. If you set the MESA_DEBUG
307 environment variable it will warn you about trying to enable depth testing
308 when you don't have a depth buffer.
309 </p>
310 <p>Specifically, make sure <code>glutInitDisplayMode</code> is being called
311 with <code>GLUT_DEPTH</code> or <code>glXChooseVisual</code> is being
312 called with a non-zero value for GLX_DEPTH_SIZE.
313 </p>
314 <p>This discussion applies to stencil buffers, accumulation buffers and
315 alpha channels too.
316 </p>
317
318
319 <h2>3.4 Why does glGetString() always return NULL?</h2>
320 <p>
321 Be sure you have an active/current OpenGL rendering context before
322 calling glGetString.
323 </p>
324
325
326 <h2>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h2>
327 <p>
328 If you're trying to draw a filled region by using GL_POINTS or GL_LINES
329 and seeing holes or gaps it's because of a float-to-int rounding problem.
330 But this is not a bug.
331 See Appendix H of the OpenGL Programming Guide - "OpenGL Correctness Tips".
332 Basically, applying a translation of (0.375, 0.375, 0.0) to your coordinates
333 will fix the problem.
334 </p>
335
336 <br>
337 <br>
338
339
340 <a name="part4">
341 </a><h1><a name="part4">4. Developer Questions</a></h1>
342
343 <h2>4.1 How can I contribute?</a></h2>
344 <p>
345 First, join the <a href="http://www.mesa3d.org/lists.html">Mesa3d-dev
346 mailing list</a>.
347 That's where Mesa development is discussed.
348 </p>
349 <p>
350 The <a href="http://www.opengl.org/documentation" target="_parent">
351 OpenGL Specification</a> is the bible for OpenGL implemention work.
352 You should read it.
353 </p>
354 <p>Most of the Mesa development work involves implementing new OpenGL
355 extensions, writing hardware drivers (for the DRI), and code optimization.
356 </p>
357
358 <h2>4.2 How do I write a new device driver?</h2>
359 <p>
360 Unfortunately, writing a device driver isn't easy.
361 It requires detailed understanding of OpenGL, the Mesa code, and your
362 target hardware/operating system.
363 3D graphics are not simple.
364 </p>
365 <p>
366 The best way to get started is to use an existing driver as your starting
367 point.
368 For a software driver, the X11 and OSMesa drivers are good examples.
369 For a hardware driver, the Radeon and R200 DRI drivers are good examples.
370 </p>
371 <p>The DRI website has more information about writing hardware drivers.
372 The process isn't well document because the Mesa driver interface changes
373 over time, and we seldome have spare time for writing documentation.
374 That being said, many people have managed to figure out the process.
375 </p>
376 <p>
377 Joining the appropriate mailing lists and asking questions (and searching
378 the archives) is a good way to get information.
379 </p>
380
381
382 <h2>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa?</h2>
383 <p>
384 The <a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt" target="_parent">specification for the extension</a>
385 indicates that there are intellectual property (IP) and/or patent issues
386 to be dealt with.
387 </p>
388 <p>We've been unsucessful in getting a response from S3 (or whoever owns
389 the IP nowadays) to indicate whether or not an open source project can
390 implement the extension (specifically the compression/decompression
391 algorithms).
392 </p>
393 <p>
394 In the mean time, a 3rd party <a href=
395 "http://homepage.hispeed.ch/rscheidegger/dri_experimental/s3tc_index.html"
396 target="_parent">plug-in library</a> is available.
397 </p>
398
399
400 </body>
401 </html>