From: Andreas Boll Date: Tue, 12 Jun 2012 07:05:33 +0000 (+0200) Subject: docs: use id instead of X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=cc4188895be5525fa15c8b64b8338f901eda82fc;p=mesa.git docs: use id instead of Signed-off-by: Brian Paul --- diff --git a/docs/dispatch.html b/docs/dispatch.html index 4f48e9454d9..1d3283aa6cc 100644 --- a/docs/dispatch.html +++ b/docs/dispatch.html @@ -47,8 +47,7 @@ differnt GL context current. This means that poor old glVertex3fv has to know which GL context is current in the thread where it is being called.

-
-

2. Overview of Mesa's Implementation

+

2. Overview of Mesa's Implementation

Mesa uses two per-thread pointers. The first pointer stores the address of the context current in the thread, and the second pointer stores the @@ -246,8 +245,7 @@ step is to add the correct #ifdef magic to src/mesa/glapi/glapi_dispatch.c to prevent the C version of the dispatch functions from being built.

-
-

3.4. Fixed-Length Dispatch Stubs

+

3.4. Fixed-Length Dispatch Stubs

To implement glXGetProcAddress, Mesa stores a table that associates function names with pointers to those functions. This table is @@ -266,8 +264,7 @@ dispatch stub.

src/mesa/glapi/glapi.c just before glprocs.h is included.

-
-

4. Automatic Generation of Dispatch Stubs

+

4. Automatic Generation of Dispatch Stubs

diff --git a/docs/faq.html b/docs/faq.html index 333ba8d7ecd..bd7eb47e5c2 100644 --- a/docs/faq.html +++ b/docs/faq.html @@ -28,14 +28,13 @@ Last updated: 21 August 2006 -
-

1. High-level Questions and Answers

+

1. High-level Questions and Answers

-

1.1 What is Mesa?

+

1.1 What is Mesa?

-Mesa is an open-source implementation of the OpenGL specification. +Mesa is an open-source implementation of the OpenGL specification. OpenGL is a programming library for writing interactive 3D applications. -See the OpenGL website for more +See the OpenGL website for more information.

@@ -176,44 +175,43 @@ popular and feature-complete.
- -

2. Compilation and Installation Problems

+

2. Compilation and Installation Problems

-

2.1 What's the easiest way to install Mesa?

+

2.1 What's the easiest way to install Mesa?

-If you're using a Linux-based system, your distro CD most likely already +If you're using a Linux-based system, your distro CD most likely already has Mesa packages (like RPM or DEB) which you can easily install. -

+

-

2.2 I get undefined symbols such as bgnpolygon, v3f, etc...

+

2.2 I get undefined symbols such as bgnpolygon, v3f, etc...

-You're application is written in IRIS GL, not OpenGL. +You're application is written in IRIS GL, not OpenGL. IRIS GL was the predecessor to OpenGL and is a different thing (almost) entirely. Mesa's not the solution. -

+

-

2.3 Where is the GLUT library?

+

2.3 Where is the GLUT library?

-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. -

+

-

2.4 Where is the GLw library?

+

2.4 Where is the GLw library?

-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. +

-

2.5 What's the proper place for the libraries and headers?

+

2.5 What's the proper place for the libraries and headers?

-On Linux-based systems you'll want to follow the -Linux ABI standard. Basically you'll want the following:

@@ -248,29 +246,28 @@ The GLUT header and library should go in the same directories.
- -

3. Runtime / Rendering Problems

+

3. Runtime / Rendering Problems

-

3.1 Rendering is slow / why isn't my graphics hardware being used?

+

3.1 Rendering is slow / why isn't my graphics hardware being used?

-Stand-alone Mesa (downloaded as MesaLib-x.y.z.tar.gz) doesn't have any +Stand-alone Mesa (downloaded as MesaLib-x.y.z.tar.gz) doesn't have any support for hardware acceleration (with the exception of the 3DFX Voodoo driver). -

+

-What you really want is a DRI or NVIDIA (or another vendor's OpenGL) driver +What you really want is a DRI or NVIDIA (or another vendor's OpenGL) driver for your particular hardware. -

+

-You can run the glxinfo program to learn about your OpenGL +You can run the glxinfo program to learn about your OpenGL library. Look for the GL_VENDOR and GL_RENDERER values. That will identify who's OpenGL library you're using and what sort of hardware it has detected. -

+

-If your DRI-based driver isn't working, go to the -DRI website for trouble-shooting information. +If your DRI-based driver isn't working, go to the +DRI website for trouble-shooting information.

@@ -338,10 +335,9 @@ may introduce rasterization artifacts; see the leading comments in
- -

4. Developer Questions

+

4. Developer Questions

-

4.1 How can I contribute?

+

4.1 How can I contribute?

First, join the Mesa3d-dev mailing list. diff --git a/docs/install.html b/docs/install.html index 52fa3bcd5d7..53164973205 100644 --- a/docs/install.html +++ b/docs/install.html @@ -23,8 +23,7 @@ - -

1. Prerequisites for building

+

1. Prerequisites for building

1.1 General

-
-

1.2 For DRI and hardware acceleration

+

1.2 For DRI and hardware acceleration

The following are required for DRI-based hardware acceleration with Mesa: @@ -73,8 +71,7 @@ the needed dependencies: - -

2. Building with autoconf (Linux/Unix/X11)

+

2. Building with autoconf (Linux/Unix/X11)

The primary method to build Mesa on Unix systems is with autoconf. @@ -95,8 +92,7 @@ for more details. - -

3. Building with SCons (Windows/Linux)

+

3. Building with SCons (Windows/Linux)

To build Mesa with SCons on Linux or Windows do @@ -130,8 +126,7 @@ Put them all in the same directory to test them. - -

4. Building for other systems

+

4. Building for other systems

Documentation for other environments (some may be very out of date): @@ -145,8 +140,7 @@ Documentation for other environments (some may be very out of date): - -

5. Library Information

+

5. Library Information

When compilation has finished, look in the top-level lib/ @@ -190,8 +184,7 @@ versions of libGL and device drivers.

-
-

6. Building OpenGL programs with pkg-config

+

6. Building OpenGL programs with pkg-config

Running make install will install package configuration files diff --git a/docs/repository.html b/docs/repository.html index 094b30d992d..65b1dc2dd19 100644 --- a/docs/repository.html +++ b/docs/repository.html @@ -35,8 +35,7 @@ target="_parent">Mesa demos and tests git repository.

- -

Anonymous git Access

+

Anonymous git Access

To get the Mesa sources anonymously (read-only): @@ -59,8 +58,7 @@ To get the Mesa sources anonymously (read-only): - -

Developer git Access

+

Developer git Access

Mesa developers need to first have an account on @@ -115,8 +113,7 @@ Unix users don't need to set this option.
-
-

Development Branches

+

Development Branches

At any given time, there may be several active branches in Mesa's diff --git a/docs/shading.html b/docs/shading.html index ebb3927ad47..175e0246006 100644 --- a/docs/shading.html +++ b/docs/shading.html @@ -20,7 +20,7 @@ Contents

- - -

Environment Variables

+

Environment Variables

The MESA_GLSL environment variable can be set to a comma-separated @@ -59,8 +57,7 @@ Example: export MESA_GLSL=dump,nopt

-
-

GLSL Version

+

GLSL Version

The GLSL compiler currently supports version 1.20 of the shading language. @@ -77,8 +74,7 @@ Several GLSL extensions are also supported: - -

Unsupported Features

+

Unsupported Features

XXX update this section

@@ -101,8 +97,7 @@ All other major features of the shading language should function.

-
-

Implementation Notes

+

Implementation Notes

- - - -

Compiler Implementation

+

Compiler Implementation

The source code for Mesa's shading language compiler is in the @@ -245,8 +235,7 @@ Extra NOP instructions will also be inserted. - -

Compiler Validation

+

Compiler Validation

Developers working on the GLSL compiler should test frequently to avoid