faq.html revision 0b27aceae2464db3dd149cf4fd667e353a655c5e
1<html>
2
3<head><title>Mesa FAQ</title></head>
4
5<BODY text="#000000" bgcolor="#55bbff" link="#111188">
6
7
8<center>
9<h1>Mesa Frequently Asked Questions</h1>
10Last updated: 7 March 2003
11</center>
12
13<br>
14<br>
15<h2>Index</h2>
16<a href="#part1">1. High-level Questions and Answers</a>
17<br>
18<a href="#part2">2. Compilation and Installation Problems</a>
19<br>
20<a href="#part3">3. Runtime / Rendering Problems</a>
21<br>
22<a href="#part4">4. Developer Questions</a>
23<br>
24<br>
25<br>
26
27
28
29<a name="part1">
30</a><h1><a name="part1">1. High-level Questions and Answers</a></h1>
31
32<h2><a name="part1">1.1 What is Mesa?</a></h2>
33<p>
34<a name="part1">Mesa is an open-source implementation of the OpenGL specification.
35OpenGL is a high-level programming library for interactive 3D graphics.
36See the </a><a href="http://www.opengl.org/">OpenGL website</a> for more
37information.
38</p>
39<p>
40Mesa 5.0.x supports the OpenGL 1.4 specification.
41</p>
42
43
44<h2>1.2 Does Mesa support/use graphics hardware?</h2>
45<p>
46Yes.  Specifically, Mesa serves as the OpenGL core for the XFree86/DRI
47OpenGL drivers.  See the <a href="http://dri.sf.net/">DRI website</a> for
48more information.
49</p>
50<p>
51There have been other hardware drivers for Mesa over the years (such as
52the 3Dfx Glide/Voodoo driver, an old S3 driver, etc) but the DRI drivers
53are the modern ones.
54</p>
55
56<h2>1.3 What purpose does (software) Mesa serve today?</h2>
57<p>
58Commercial, hardware-accelerated OpenGL implementations are available for
59many operating systems today.
60Still, Mesa serves at least these purposes:
61</p>
62<ul>
63<li>Mesa is used as the core of the XFree86/DRI hardware drivers.
64</li><li>Mesa is quite portable and allows OpenGL to be used on systems that have
65    no other OpenGL solution.
66</li><li>Software rendering with Mesa serves as a reference for validating the
67    hardware drivers.
68</li><li>A software implementation of OpenGL is useful for experimentation, such
69    as testing new rendering techniques.
70</li><li>Mesa can render images with deep color channels: 16-bit integer and 32-bit
71    floating point color channels are supported.
72    This capability is only now appearing in hardware.
73</li><li>Mesa's internal limits (max lights, clip planes, texture size, etc) can be
74    changed for special needs (hardware limits are hard to overcome).
75</li></ul>
76
77<h2>1.4 How do I upgrade my DRI installation to use a new Mesa release?</h2>
78<p>
79You don't!  The Mesa source code lives inside the XFree86/DRI source tree
80and gets compiled into the individual DRI driver modules.
81If you try to install Mesa over an XFree86/DRI installation, you'll lose
82hardware rendering (because Mesa's libGL.so is different than the XFree86
83libGL.so).
84</p>
85<p>
86The DRI developers will incorporate the latest release of Mesa into the
87DRI drivers when the time is right.
88</p>
89
90<h2>1.5 Are there other open-source implementations of OpenGL?</h2>
91<p>
92Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html">
93OpenGL Sample Implemenation (SI)</a> is available.
94The SI was written during the time that OpenGL was originally designed.
95Unfortunately, development of the SI has stagnated.
96Mesa is much more up to date with modern features and extensions.
97</p>
98<p>
99<a href="http://www.dsbox.com/minigl.html">miniGL</a> is a subset of OpenGL
100for PalmOS devices.
101
102<a href="http://fabrice.bellard.free.fr/TinyGL/">TinyGL</a> is another
103subset of OpenGL.
104</p>
105<p>
106There may be others but Mesa is the most popular and feature-complete.
107</p>
108
109<br>
110<br>
111
112
113<a name="part2">
114</a><h1><a name="part2">2. Compilation and Installation Problems</a></h1>
115
116
117<h2><a name="part2">2.1 What's the easiest way to install Mesa?</a></h2>
118<p>
119<a name="part2">If you're using a Linux-based system, your distro CD most likely already
120has Mesa packages (like RPM or DEB) which you can easily install.
121</a></p>
122
123
124<h2><a name="part2">2.2 Running <code>configure; make</code> Doesn't Work</a></h2>
125<p>
126<a name="part2">Unfortunately, the GNU autoconf/automake/libtool system doesn't seem to work
127too well on non GNU/Linux systems, even after installing gmake, gcc, etc.
128For that reason, Mesa's <b>old-style</b> makefile system is still included.
129The old-style system uses good old traditional Makefiles.  Try the following:
130</a></p><pre><a name="part2">  cd Mesa-x.y.z
131  cp Makefile.X11 Makefile
132  make
133</a></pre>
134<a name="part2">You'll see a list of system configurations from which to choose.
135For example:
136</a><pre><a name="part2">  make linux-x86
137</a></pre>
138<p>
139<a name="part2">If you're experienced with GNU autoconf/automake/libtool and think you can help
140with maintence, contact the Mesa developers.
141FYI, the Mesa developers generally don't use the autoconf/automake system.
142We're especially annoyed with the fact that a +5000-line script (libtool)
143is needed to make shared libraries (ugh).
144</a></p>
145
146<h2><a name="part2">2.3 Mesa still doesn't compile</a></h2>
147<p>
148<a name="part2">If the old-style Makefile system doesn't work either, make sure you have
149the most recent version of Mesa.
150Otherwise, file a bug report or post to the Mesa3d-users mailing list.
151Give as much info as possible when describing your problem.
152</a></p>
153
154
155<h2><a name="part2">2.4 I get undefined symbols such as bgnpolygon, v3f, etc...</a></h2>
156<p>
157<a name="part2">You're application is written in IRIS GL, not OpenGL.
158IRIS GL was the predecessor to OpenGL and is a different thing (almost)
159entirely.
160Mesa's not the solution.
161</a></p>
162
163
164<h2><a name="part2">2.5 Where is the GLUT library?</a></h2>
165<p>
166<a name="part2">GLUT (OpenGL Utility Toolkit) is in the separate MesaDemos-x.y.z.tar.gz file.
167If you don't already have GLUT installed, you should grab the MesaDemos
168package and unpack it before compiling Mesa.
169</a></p>
170
171
172
173<h2><a name="part2">2.6 What's the proper place for the libraries and headers?</a></h2>
174<p>
175<a name="part2">On Linux-based systems you'll want to follow the
176</a><a href="http://oss.sgi.com/projects/ogl-sample/ABI/index.html">Linux ABI</a>
177standard.
178Basically you'll want the following:
179</p>
180<ul>
181<li>/usr/include/GL/gl.h - the main OpenGL header
182</li><li>/usr/include/GL/glu.h - the OpenGL GLU (utility) header
183</li><li>/usr/include/GL/glx.h - the OpenGL GLX header
184</li><li>/usr/include/GL/glext.h - the OpenGL extensions header
185</li><li>/usr/include/GL/glxext.h - the OpenGL GLX extensions header
186</li><li>/usr/include/GL/osmesa.h - the Mesa off-screen rendering header
187</li><li>/usr/lib/libGL.so - a symlink to libGL.so.1
188</li><li>/usr/lib/libGL.so.1 - a symlink to libGL.so.1.xyz
189</li><li>/usr/lib/libGL.so.xyz - the actual OpenGL/Mesa library.  xyz denotes the
190Mesa version number.
191</li><li>/usr/lib/libGLU.so - a symlink to libGLU.so.1
192</li><li>/usr/lib/libGLU.so.1 - a symlink to libGLU.so.1.3.xyz
193</li><li>/usr/lib/libGLU.so.xyz - the OpenGL Utility library.  xyz denotes the Mesa
194version number.
195</li></ul>
196<p>
197After installing XFree86 and the DRI drivers, some of these files
198may be symlinks into the /usr/X11R6/ tree.
199</p>
200<p>
201The old-style Makefile system doesn't install the Mesa libraries; it's
202up to you to copy them (and the headers) to the right place.
203</p>
204<p>
205The GLUT header and library should go in the same directories.
206</p>
207<br>
208<br>
209
210
211<a name="part3">
212</a><h1><a name="part3">3. Runtime / Rendering Problems</a></h1>
213
214<h2><a name="part3">3.1 Rendering is slow / why isn't my graphics hardware being used?</a></h2>
215<p>
216<a name="part3">Stand-alone Mesa (downloaded as MesaLib-x.y.z.tar.gz) doesn't have any
217support for hardware acceleration (with the exception of the 3DFX Voodoo
218driver).
219</a></p>
220<p>
221<a name="part3">What you really want is a DRI or NVIDIA (or another vendor's OpenGL) driver
222for your particular hardware.
223</a></p>
224<p>
225<a name="part3">You can run the <code>glxinfo</code> program to learn about your OpenGL
226library.
227Look for the GL_VENDOR and GL_RENDERER values.
228That will identify who's OpenGL library you're using and what sort of
229hardware it has detected.
230</a></p>
231<p>
232<a name="part3">If your DRI-based driver isn't working, go to the
233</a><a href="http://dri.sf.net/">DRI website</a> for trouble-shooting information.
234</p>
235
236
237<h2>3.2 I'm seeing errors in depth (Z) buffering.  Why?</h2>
238<p>
239Make sure the ratio of the far to near clipping planes isn't too great.
240Look
241<a href="http://www.sgi.com/software/opengl/advanced97/notes/node18.html">
242here</a> for details.
243</p>
244<p>
245Mesa uses a 16-bit depth buffer by default which is smaller and faster
246to clear than a 32-bit buffer but not as accurate.
247If you need a deeper you can modify the parameters to
248<code> glXChooseVisual</code> in your code.
249</p>
250
251
252<h2>3.3 Why Isn't depth buffering working at all?</h2>
253<p>
254Be sure you're requesting a depth buffered-visual.  If you set the MESA_DEBUG
255environment variable it will warn you about trying to enable depth testing
256when you don't have a depth buffer.
257</p>
258<p>Specifically, make sure <code>glutInitDisplayMode</code> is being called
259with <code>GLUT_DEPTH</code> or <code>glXChooseVisual</code> is being
260called with a non-zero value for GLX_DEPTH_SIZE.
261</p>
262<p>This discussion applies to stencil buffers, accumulation buffers and
263alpha channels too.
264</p>
265
266
267<h2>3.4 Why does glGetString() always return NULL?</h2>
268<p>
269Be sure you have an active/current OpenGL rendering context before
270calling glGetString.
271</p>
272
273
274<h2>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h2>
275<p>
276If you're trying to draw a filled region by using GL_POINTS or GL_LINES
277and seeing holes or gaps it's because of a float-to-int rounding problem.
278But this is not a bug.
279See Appendix H of the OpenGL Programming Guide - "OpenGL Correctness Tips".
280Basically, applying a translation of (0.375, 0.375, 0.0) to your coordinates
281will fix the problem.
282</p>
283
284<br>
285<br>
286
287
288<a name="part4">
289</a><h1><a name="part4">4. Developer Questions</a></h1>
290
291<h2><a name="part4">4.1 How can I contribute?</a></h2>
292<p>
293<a name="part4">First, join the Mesa3d-dev mailing list.  That's where Mesa development
294is discussed.
295</a></p>
296<p>
297<a name="part4">The </a><a href="http://www.opengl.org/developers/documentation/specs.html">
298OpenGL Specification</a> is the bible for OpenGL implemention work.
299You should read it.
300</p>
301<p>Most of the Mesa development work involves implementing new OpenGL
302extensions, writing hardware drivers (for the DRI), and code optimization.
303</p>
304
305<h2>4.2 How do I write a new device driver?</h2>
306<p>
307Unfortunately, writing a device driver isn't easy.
308It requires detailed understanding of OpenGL, the Mesa code, and your
309target hardware/operating system.
3103D graphics are not simple.
311</p>
312<p>
313The best way to get started is to use an existing driver as your starting
314point.
315For a software driver, the X11 and OSMesa drivers are good examples.
316For a hardware driver, the Radeon and R200 DRI drivers are good examples.
317</p>
318<p>The DRI website has more information about writing hardware drivers.
319The process isn't well document because the Mesa driver interface changes
320over time, and we seldome have spare time for writing documentation.
321That being said, many people have managed to figure out the process.
322</p>
323<p>
324Joining the appropriate mailing lists and asking questions (and searching
325the archives) is a good way to get information.
326</p>
327
328
329</body>
330</html>
331