<h1>Frequently Asked Questions</h1>
Last updated: 19 September 2018
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<h2>Index</h2>
<ol>
<li><a href="#part1">High-level Questions and Answers</a></li>
<li><a href="#part3">Runtime / Rendering Problems</a></li>
<li><a href="#part4">Developer Questions</a></li>
</ol>
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<h2 id="part1">1. High-level Questions and Answers</h2>
</p>
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<h2 id="part2">2. Compilation and Installation Problems</h2>
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<h3>2.1 What's the easiest way to install Mesa?</h3>
<p>
If you're using a Linux-based system, your distro CD most likely already
with <code>meson configure --prefix=/usr --libdir=xxx -D dri-drivers-path=xxx</code>
and then install with <code>sudo ninja install</code>.
</p>
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<h2 id="part3">3. Runtime / Rendering Problems</h2>
Mesa uses a 16-bit depth buffer by default which is smaller and faster
to clear than a 32-bit buffer but not as accurate.
If you need a deeper you can modify the parameters to
-<code> glXChooseVisual</code> in your code.
+<code>glXChooseVisual</code> in your code.
</p>
<h3>3.3 Why Isn't depth buffering working at all?</h3>
<p>
-Be sure you're requesting a depth buffered-visual. If you set the MESA_DEBUG
-environment variable it will warn you about trying to enable depth testing
-when you don't have a depth buffer.
+Be sure you're requesting a depth buffered-visual. If you set the
+<code>MESA_DEBUG</code> environment variable it will warn you about trying
+to enable depth testing when you don't have a depth buffer.
</p>
<p>Specifically, make sure <code>glutInitDisplayMode</code> is being called
with <code>GLUT_DEPTH</code> or <code>glXChooseVisual</code> is being
-called with a non-zero value for GLX_DEPTH_SIZE.
+called with a non-zero value for <code>GLX_DEPTH_SIZE</code>.
</p>
<p>This discussion applies to stencil buffers, accumulation buffers and
alpha channels too.
</p>
-<h3>3.4 Why does glGetString() always return NULL?</h3>
+<h3>3.4 Why does <code>glGetString()</code> always return <code>NULL</code>?</h3>
<p>
Be sure you have an active/current OpenGL rendering context before
-calling glGetString.
+calling <code>glGetString</code>.
</p>
-<h3>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h3>
+<h3>3.5 <code>GL_POINTS</code> and <code>GL_LINES</code> don't touch the
+right pixels</h3>
<p>
-If you're trying to draw a filled region by using GL_POINTS or GL_LINES
-and seeing holes or gaps it's because of a float-to-int rounding problem.
-But this is not a bug.
-See Appendix H of the OpenGL Programming Guide - "OpenGL Correctness Tips".
-Basically, applying a translation of (0.375, 0.375, 0.0) to your coordinates
-will fix the problem.
+If you're trying to draw a filled region by using <code>GL_POINTS</code> or
+<code>GL_LINES</code> and seeing holes or gaps it's because of a float-to-int
+rounding problem. But this is not a bug. See Appendix H of the OpenGL
+Programming Guide - "OpenGL Correctness Tips". Basically, applying a
+translation of (0.375, 0.375, 0.0) to your coordinates will fix the problem.
</p>
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<h2 id="part4">4. Developer Questions</h2>
</p>
-<h3>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa?</h3>
+<h3>4.3 Why isn't <code>GL_EXT_texture_compression_s3tc</code> implemented in
+Mesa?</h3>
<p>
Oh but it is! Prior to 2nd October 2017, the Mesa project did not include s3tc
support due to intellectual property (IP) and/or patent issues around the s3tc