X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=docs%2Ffaq.html;h=2d0f22ffd89c4437e1b20778601fcacfdab2bff6;hb=ca6a22305b275b49fbc88b8f4cba2fefb24c2a5d;hp=a85c69c71512a3206c17c2bd0d2dee7d0d3110ee;hpb=ecdab0dfea52d2c2c26f90330fda8c43089a6ae9;p=mesa.git diff --git a/docs/faq.html b/docs/faq.html index a85c69c7151..2d0f22ffd89 100644 --- a/docs/faq.html +++ b/docs/faq.html @@ -17,8 +17,6 @@
libGL.so
, contains everything (the
+ programming API, the GLX functions and all the rendering code).
Alternately, Mesa acts as the core for a number of OpenGL hardware drivers within the DRI (Direct Rendering Infrastructure):
libGL.so
library provides the GL and GLX API functions,
+ a GLX protocol encoder, and a device driver loader.
+r200_dri.so
) contain
+ a built-in copy of the core Mesa code.
-Yes, SGI's +Yes, SGI's OpenGL Sample Implementation (SI) is available. The SI was written during the time that OpenGL was originally designed. Unfortunately, development of the SI has stagnated. @@ -142,8 +138,9 @@ Mesa is much more up to date with modern features and extensions. an open-source implementation of OpenGL ES for mobile devices.
-miniGL -is a subset of OpenGL for PalmOS devices. +miniGL +is a subset of OpenGL for PalmOS devices. The website is gone, but the source +code can still be found on sourceforge.net.
TinyGL @@ -173,14 +170,8 @@ popular and feature-complete.
- -If you're using a Linux-based system, your distro CD most likely already @@ -199,7 +190,8 @@ Mesa's not the solution.
-GLUT (OpenGL Utility Toolkit) is no longer in the separate MesaGLUT-x.y.z.tar.gz file.
+GLUT (OpenGL Utility Toolkit) is no longer in the separate
+MesaGLUT-x.y.z.tar.gz
file.
If you don't already have GLUT installed, you should grab
freeglut.
-GLw (OpenGL widget library) is now available from a separate git repository. Unless you're using very old Xt/Motif applications with OpenGL, you shouldn't need it. +GLw (OpenGL widget library) is now available from a separate git repository. Unless you're using very old Xt/Motif applications with OpenGL, you shouldn't need it.
On Linux-based systems you'll want to follow the -Linux ABI standard. +Linux ABI standard. Basically you'll want the following:
-/usr/include/GL/gl.h
/usr/include/GL/glu.h
/usr/include/GL/glx.h
/usr/include/GL/glext.h
/usr/include/GL/glxext.h
/usr/include/GL/osmesa.h
/usr/lib/libGL.so
libGL.so.1
/usr/lib/libGL.so.1
libGL.so.1.xyz
/usr/lib/libGL.so.xyz
When configuring Mesa, there are three meson options that affect the install
location that you should take care with: --prefix
,
@@ -247,8 +249,6 @@ After determining the correct values for the install location, configure Mesa
with meson configure --prefix=/usr --libdir=xxx -D dri-drivers-path=xxx
and then install with sudo ninja install
.
Make sure the ratio of the far to near clipping planes isn't too great. Look -here +here for details.
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
- glXChooseVisual
in your code.
+glXChooseVisual
in your code.
-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
+MESA_DEBUG
environment variable it will warn you about trying
+to enable depth testing when you don't have a depth buffer.
Specifically, make sure glutInitDisplayMode
is being called
with GLUT_DEPTH
or glXChooseVisual
is being
-called with a non-zero value for GLX_DEPTH_SIZE.
+called with a non-zero value for GLX_DEPTH_SIZE
.
This discussion applies to stencil buffers, accumulation buffers and alpha channels too.
-glGetString()
always return NULL
?
Be sure you have an active/current OpenGL rendering context before
-calling glGetString.
+calling glGetString
.
GL_POINTS
and GL_LINES
don't touch the
+right pixels
-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 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.
GL_EXT_texture_compression_s3tc
implemented in
+Mesa?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