<center>
<h1>Mesa Frequently Asked Questions</h1>
-Last updated: 30 March 2003
+Last updated: 31 December 2003
</center>
<br>
The DRI developers will incorporate the latest release of Mesa into the
DRI drivers when the time is right.
</p>
+<p>
+To upgrade, either look for a new release of <a href="http://www.xfree86.org"
+target="_parent">XFree86</a> or visit the
+<a href="http://dri.sf.net" target="_parent">DRI website</a> to see
+if there's newer drivers.
+</p>
+
<h2>1.5 Are there other open-source implementations of OpenGL?</h2>
<p>
-Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html">
+Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html"
+target="_parent">
OpenGL Sample Implemenation (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="http://www.dsbox.com/minigl.html">miniGL</a> is a subset of OpenGL
-for PalmOS devices.
+<a href="http://www.dsbox.com/minigl.html" target="_parent">miniGL</a>
+is a subset of OpenGL for PalmOS devices.
+
+<p>
+<a href="http://fabrice.bellard.free.fr/TinyGL/"
+target="_parent">TinyGL</a> is a subset of OpenGL.
+</p>
-<a href="http://fabrice.bellard.free.fr/TinyGL/">TinyGL</a> is another
-subset of OpenGL.
+<p>
+<a href="http://softgl.studierstube.org/" target="_parent">SoftGL</a>
+is an OpenGL subset for mobile devices.
</p>
+
<p>
-There may be others but Mesa is the most popular and feature-complete.
+<a href="http://chromium.sourceforge.net/" target="_parent">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>
+There may be other open OpenGL implementations, but Mesa is the most
+popular and feature-complete.
</p>
<br>
<h2><a name="part2">2.6 What's the proper place for the libraries and headers?</a></h2>
<p>
<a name="part2">On Linux-based systems you'll want to follow the
-</a><a href="http://oss.sgi.com/projects/ogl-sample/ABI/index.html">Linux ABI</a>
-standard.
+</a><a href="http://oss.sgi.com/projects/ogl-sample/ABI/index.html"
+target="_parent">Linux ABI</a> standard.
Basically you'll want the following:
</p>
<ul>
</a></p>
<p>
<a name="part3">If your DRI-based driver isn't working, go to the
-</a><a href="http://dri.sf.net/">DRI website</a> for trouble-shooting information.
+</a><a href="http://dri.sf.net/" target="_parent">DRI website</a> for trouble-shooting information.
</p>
<p>
Make sure the ratio of the far to near clipping planes isn't too great.
Look
-<a href="http://www.sgi.com/software/opengl/advanced97/notes/node18.html">
+<a href="http://www.sgi.com/software/opengl/advanced97/notes/node18.html"
+target="_parent">
here</a> for details.
</p>
<p>
is discussed.
</a></p>
<p>
-<a name="part4">The </a><a href="http://www.opengl.org/developers/documentation/specs.html">
+<a name="part4">The </a><a href="http://www.opengl.org/developers/documentation/specs.html" target="_parent">
OpenGL Specification</a> is the bible for OpenGL implemention work.
You should read it.
</p>
</p>
+<h2>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa and/or the DRI drivers?</h2>
+<p>
+The <a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt" target="_parent">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 unsucessful 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>
+Until we can get official permission to do so, this extension will not
+be implemented in Mesa.
+</p>
+
+
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