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+ div + .gears { float: right; background-position: left }
+ /*
+ This should happen in the future instead:
+ h1 {
+ border-left: 71px solid #c11800; border-right: 71px solid #00c130;
+ border-top: 0px; border-bottom: 0px;
+ border-image: url(gears.png) 100%; -webkit-border-image: url(gears.png) 100%;
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-<body ><div class="gears" ></div ><div class="gears" ></div ><h1 >The
-Mesa 3D Graphics Library</h1 >
+
+<body>
+
+<div class="gears"></div>
+<div class="gears"></div>
+<h1>The Mesa 3D Graphics Library</h1>
+
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<title>Contents</title>
<link rel="stylesheet" type="text/css" href="mesa.css">
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-</style>
+ <!--Override a few values from the style sheet: -->
+ <style type="text/css">
+ <!--
+ body {
+ background-color: #cccccc;
+ color: black;
+ }
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+ color: #000;
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+ -->
+ </style>
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<body>
<em>m</em><em>e</em><em>s</em><em>a</em><em>-</em><em>a</em><em>n</em><em>n</em><em>o</em><em>u</em><em>n</em><em>c</em><em>e</em><em>@</em><em>l</em><em>i</em><em>s</em><em>t</em><em>s</em><em>.</em><em>f</em><em>r</em><em>e</em><em>e</em><em>d</em><em>e</em><em>s</em><em>k</em><em>t</em><em>o</em><em>p</em><em>.</em><em>o</em><em>r</em><em>g</em>
</p>
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</html>
void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
{
const struct _glapi_table * const dispatch = GET_DISPATCH();
-
+
(*dispatch->Vertex3f)(x, y, z);
}</pre></td></tr>
<tr><td>Sample dispatch function</td></tr></table>
target="_parent">plug-in library</a> is available.
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This will create:
</p>
<ul>
-<li>build/windows-x86-debug/mesa/drivers/windows/gdi/opengl32.dll — Mesa + swrast, binary compatible with Windows's opengl32.dll
-<li>build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll — Mesa + Gallium + softpipe, binary compatible with Windows's opengl32.dll
+<li>build/windows-x86-debug/mesa/drivers/windows/gdi/opengl32.dll — Mesa + swrast, binary compatible with Windows's opengl32.dll
+<li>build/windows-x86-debug/gallium/targets/libgl-gdi/opengl32.dll — Mesa + Gallium + softpipe, binary compatible with Windows's opengl32.dll
</ul>
<p>
Put them all in the same directory to test them.
<ul>
<li>
- <p>An x86 or amd64 processor; 64-bit mode recommended.</p
+ <p>An x86 or amd64 processor; 64-bit mode recommended.</p>
<p>
Support for SSE2 is strongly encouraged. Support for SSSE3 and SSE4.1 will
yield the most efficient code. The fewer features the CPU has the more
- likely is that you run into underperforming, buggy, or incomplete code.
+ likely is that you run into underperforming, buggy, or incomplete code.
</p>
<p>
See /proc/cpuinfo to know what your CPU supports.
</ul>
-
-
<h1>Building</h1>
To build everything on Linux invoke scons as:
<li>
When looking to this code by the first time start in lp_state_fs.c, and
then skim through the lp_bld_* functions called in there, and the comments
- at the top of the lp_bld_*.c functions.
+ at the top of the lp_bld_*.c functions.
</li>
<li>
The driver-independent parts of the LLVM / Gallium code are found in
</pre>
-
<h2>January 16, 2004</h2>
<p>
</pre>
-
<h2>December 28, 2003</h2>
<p>
</pre>
-
<h2>September 5, 2003</h2>
<p>
</pre>
-
<h2>June 2003</h2>
<p>
</p>
-
<h2>March 30, 2003</h2>
<p>
modeling
</li><li><a href="http://www.cyberbotics.com/" target="_parent">Webots</a> - 3-D mobile
robot simulator
-</li></ul>
+ </li>
+</ul>
</body>
<li>v0.22 of 3Dfx Glide driver
<li>more X86 assembly language optimizations
<li>faster blending for some modes
-<li>XMesaSetFXmode() to switch between 3Dfx window and full-screen mode
+<li>XMesaSetFXmode() to switch between 3Dfx window and full-screen mode
<li>added preliminary thread support
<li>added GLX_MESA_copy_sub_buffer extension
<li>some clipping optimizations
then rerun glxinfo and examine the output for error messages.
</p>
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