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11<h1>Mesa Frequently Asked Questions</h1>
12Last updated: 21 October 2004
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14
15<br>
16<br>
17<h2>Index</h2>
18<a href="#part1">1. High-level Questions and Answers</a>
19<br>
20<a href="#part2">2. Compilation and Installation Problems</a>
21<br>
22<a href="#part3">3. Runtime / Rendering Problems</a>
23<br>
24<a href="#part4">4. Developer Questions</a>
25<br>
26<br>
27<br>
28
29
30
31<a name="part1">
32</a><h1><a name="part1">1. High-level Questions and Answers</a></h1>
33
34<h2><a name="part1">1.1 What is Mesa?</a></h2>
35<p>
36<a name="part1">Mesa is an open-source implementation of the OpenGL specification.
37OpenGL is a programming library for writing interactive 3D applications.
38See the </a><a href="http://www.opengl.org/">OpenGL website</a> for more
39information.
40</p>
41<p>
42Mesa 6.x supports the OpenGL 1.5 specification.
43</p>
44
45
46<h2>1.2 Does Mesa support/use graphics hardware?</h2>
47<p>
48Yes.  Specifically, Mesa serves as the OpenGL core for the open-source DRI
49drivers for XFree86/X.org.  See the <a href="http://dri.sf.net/">DRI
50website</a> for more information.
51</p>
52<p>
53There have been other hardware drivers for Mesa over the years (such as
54the 3Dfx Glide/Voodoo driver, an old S3 driver, etc) but the DRI drivers
55are the modern ones.
56</p>
57
58<h2>1.3 What purpose does Mesa serve today?</h2>
59<p>
60Hardware-accelerated OpenGL implementations are available for most popular
61operating systems today.
62Still, Mesa serves at least these purposes:
63</p>
64<ul>
65<li>Mesa is used as the core of the open-source XFree86/X.org DRI
66    hardware drivers.
67</li>
68<li>Mesa is quite portable and allows OpenGL to be used on systems
69    that have no other OpenGL solution.
70</li>
71<li>Software rendering with Mesa serves as a reference for validating the
72    hardware drivers.
73</li>
74<li>A software implementation of OpenGL is useful for experimentation,
75    such as testing new rendering techniques.
76</li>
77<li>Mesa can render images with deep color channels: 16-bit integer
78    and 32-bit floating point color channels are supported.
79    This capability is only now appearing in hardware.
80</li>
81<li>Mesa's internal limits (max lights, clip planes, texture size, etc) can be
82    changed for special needs (hardware limits are hard to overcome).
83</li>
84</ul>
85
86
87<h2>1.4 What's the difference between"Stand-Alone" Mesa and the DRI drivers?</h2>
88<p>
89<em>Stand-alone Mesa</em> is the original incarnation of Mesa.
90On systems running the X Window System it does all its rendering through
91the Xlib API:
92<ul>
93<li>The GLX API is supported, but it's really just an emulation of the
94     real thing.
95<li>The GLX wire protocol is not supported and there's no OpenGL extension
96    loaded by the X server.
97<li>There is no hardware acceleration.
98<li>The OpenGL library, libGL.so, contains everything (the programming API,
99    the GLX functions and all the rendering code).
100</ul>
101</p>
102<p>
103Alternately, Mesa acts as the core for a number of OpenGL hardware drivers
104within the DRI (Direct Rendering Infrastructure):
105<ul>
106<li>The libGL.so library provides the GL and GLX API functions, a GLX
107    protocol encoder, and a device driver loader.
108<li>The device driver modules (such as r200_dri.so) contain a built-in
109    copy of the core Mesa code.
110<li>The X server loads the GLX module.
111    The GLX module decodes incoming GLX protocol and dispatches the commands
112    to a rendering module.
113    For the DRI, this module is basically a software Mesa renderer.
114</ul>
115
116
117
118<h2>1.5 How do I upgrade my DRI installation to use a new Mesa release?</h2>
119<p>
120This wasn't easy in the past.
121Now, the DRI drivers are included in the Mesa tree and can be compiled
122separately from the X server.
123Just follow the Mesa <a href="install.html">compilation instructions</a>.
124</p>
125
126
127<h2>1.6 Are there other open-source implementations of OpenGL?</h2>
128<p>
129Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html"
130target="_parent">
131OpenGL Sample Implemenation (SI)</a> is available.
132The SI was written during the time that OpenGL was originally designed.
133Unfortunately, development of the SI has stagnated.
134Mesa is much more up to date with modern features and extensions.
135</p>
136
137<p>
138<a href="http://ogl-es.sourceforge.net" target="_parent">Vincent</a> is
139an open-source implementation of OpenGL ES for mobile devices.
140
141<p>
142<a href="http://www.dsbox.com/minigl.html" target="_parent">miniGL</a>
143is a subset of OpenGL for PalmOS devices.
144
145<p>
146<a href="http://fabrice.bellard.free.fr/TinyGL/"
147target="_parent">TinyGL</a> is a subset of OpenGL.
148</p>
149
150<p>
151<a href="http://softgl.studierstube.org/" target="_parent">SoftGL</a>
152is an OpenGL subset for mobile devices.
153</p>
154
155<p>
156<a href="http://chromium.sourceforge.net/" target="_parent">Chromium</a>
157isn't a conventional OpenGL implementation (it's layered upon OpenGL),
158but it does export the OpenGL API.  It allows tiled rendering, sort-last
159rendering, etc.
160</p>
161
162<p>
163There may be other open OpenGL implementations, but Mesa is the most
164popular and feature-complete.
165</p>
166
167
168
169<br>
170<br>
171
172
173<a name="part2">
174</a><h1><a name="part2">2. Compilation and Installation Problems</a></h1>
175
176
177<h2><a name="part2">2.1 What's the easiest way to install Mesa?</a></h2>
178<p>
179<a name="part2">If you're using a Linux-based system, your distro CD most likely already
180has Mesa packages (like RPM or DEB) which you can easily install.
181</a></p>
182
183
184<h2><a name="part2">2.2 Running <code>configure; make</code> doesn't Work</a></h2>
185<p>
186Mesa no longer supports GNU autoconf/automake.  Why?
187<ul>
188<li>It seemed to seldom work on anything but Linux
189<li>The config files were hard to maintain and hard to understand
190<li>libtool caused a lot of grief
191</ul>
192
193<p>
194Now Mesa again uses a conventional Makefile system (as it did originally).
195Basically, each Makefile in the tree includes one of the configuration
196files from the config/ directory.
197The config files specify all the variables for a variety of popular systems.
198</p>
199
200
201<h2><a name="part2">2.3 I get undefined symbols such as bgnpolygon, v3f, etc...</a></h2>
202<p>
203<a name="part2">You're application is written in IRIS GL, not OpenGL.
204IRIS GL was the predecessor to OpenGL and is a different thing (almost)
205entirely.
206Mesa's not the solution.
207</a></p>
208
209
210<h2><a name="part2">2.4 Where is the GLUT library?</a></h2>
211<p>
212<a name="part2">GLUT (OpenGL Utility Toolkit) is in the separate MesaGLUT-x.y.z.tar.gz file.
213If you don't already have GLUT installed, you should grab the MesaGLUT
214package and compile it with the rest of Mesa.
215</a></p>
216
217
218
219<h2><a name="part2">2.5 What's the proper place for the libraries and headers?</a></h2>
220<p>
221<a name="part2">On Linux-based systems you'll want to follow the
222</a><a href="http://oss.sgi.com/projects/ogl-sample/ABI/index.html"
223target="_parent">Linux ABI</a> standard.
224Basically you'll want the following:
225</p>
226<ul>
227<li>/usr/include/GL/gl.h - the main OpenGL header
228</li><li>/usr/include/GL/glu.h - the OpenGL GLU (utility) header
229</li><li>/usr/include/GL/glx.h - the OpenGL GLX header
230</li><li>/usr/include/GL/glext.h - the OpenGL extensions header
231</li><li>/usr/include/GL/glxext.h - the OpenGL GLX extensions header
232</li><li>/usr/include/GL/osmesa.h - the Mesa off-screen rendering header
233</li><li>/usr/lib/libGL.so - a symlink to libGL.so.1
234</li><li>/usr/lib/libGL.so.1 - a symlink to libGL.so.1.xyz
235</li><li>/usr/lib/libGL.so.xyz - the actual OpenGL/Mesa library.  xyz denotes the
236Mesa version number.
237</li><li>/usr/lib/libGLU.so - a symlink to libGLU.so.1
238</li><li>/usr/lib/libGLU.so.1 - a symlink to libGLU.so.1.3.xyz
239</li><li>/usr/lib/libGLU.so.xyz - the OpenGL Utility library.  xyz denotes the Mesa
240version number.
241</li></ul>
242<p>
243After installing XFree86/X.org and the DRI drivers, some of these files
244may be symlinks into the /usr/X11R6/ tree.
245</p>
246<p>
247The old-style Makefile system doesn't install the Mesa libraries; it's
248up to you to copy them (and the headers) to the right place.
249</p>
250<p>
251The GLUT header and library should go in the same directories.
252</p>
253<br>
254<br>
255
256
257<a name="part3">
258</a><h1><a name="part3">3. Runtime / Rendering Problems</a></h1>
259
260<h2><a name="part3">3.1 Rendering is slow / why isn't my graphics hardware being used?</a></h2>
261<p>
262<a name="part3">Stand-alone Mesa (downloaded as MesaLib-x.y.z.tar.gz) doesn't have any
263support for hardware acceleration (with the exception of the 3DFX Voodoo
264driver).
265</a></p>
266<p>
267<a name="part3">What you really want is a DRI or NVIDIA (or another vendor's OpenGL) driver
268for your particular hardware.
269</a></p>
270<p>
271<a name="part3">You can run the <code>glxinfo</code> program to learn about your OpenGL
272library.
273Look for the GL_VENDOR and GL_RENDERER values.
274That will identify who's OpenGL library you're using and what sort of
275hardware it has detected.
276</a></p>
277<p>
278<a name="part3">If your DRI-based driver isn't working, go to the
279</a><a href="http://dri.sf.net/" target="_parent">DRI website</a> for trouble-shooting information.
280</p>
281
282
283<h2>3.2 I'm seeing errors in depth (Z) buffering.  Why?</h2>
284<p>
285Make sure the ratio of the far to near clipping planes isn't too great.
286Look
287<a href="http://www.sgi.com/software/opengl/advanced97/notes/node18.html"
288target="_parent">
289here</a> for details.
290</p>
291<p>
292Mesa uses a 16-bit depth buffer by default which is smaller and faster
293to clear than a 32-bit buffer but not as accurate.
294If you need a deeper you can modify the parameters to
295<code> glXChooseVisual</code> in your code.
296</p>
297
298
299<h2>3.3 Why Isn't depth buffering working at all?</h2>
300<p>
301Be sure you're requesting a depth buffered-visual.  If you set the MESA_DEBUG
302environment variable it will warn you about trying to enable depth testing
303when you don't have a depth buffer.
304</p>
305<p>Specifically, make sure <code>glutInitDisplayMode</code> is being called
306with <code>GLUT_DEPTH</code> or <code>glXChooseVisual</code> is being
307called with a non-zero value for GLX_DEPTH_SIZE.
308</p>
309<p>This discussion applies to stencil buffers, accumulation buffers and
310alpha channels too.
311</p>
312
313
314<h2>3.4 Why does glGetString() always return NULL?</h2>
315<p>
316Be sure you have an active/current OpenGL rendering context before
317calling glGetString.
318</p>
319
320
321<h2>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h2>
322<p>
323If you're trying to draw a filled region by using GL_POINTS or GL_LINES
324and seeing holes or gaps it's because of a float-to-int rounding problem.
325But this is not a bug.
326See Appendix H of the OpenGL Programming Guide - "OpenGL Correctness Tips".
327Basically, applying a translation of (0.375, 0.375, 0.0) to your coordinates
328will fix the problem.
329</p>
330
331<br>
332<br>
333
334
335<a name="part4">
336</a><h1><a name="part4">4. Developer Questions</a></h1>
337
338<h2><a name="part4">4.1 How can I contribute?</a></h2>
339<p>
340<a name="part4">First, join the Mesa3d-dev mailing list.  That's where Mesa development
341is discussed.
342</a></p>
343<p>
344<a name="part4">The </a><a href="http://www.opengl.org/developers/documentation/specs.html" target="_parent">
345OpenGL Specification</a> is the bible for OpenGL implemention work.
346You should read it.
347</p>
348<p>Most of the Mesa development work involves implementing new OpenGL
349extensions, writing hardware drivers (for the DRI), and code optimization.
350</p>
351
352<h2>4.2 How do I write a new device driver?</h2>
353<p>
354Unfortunately, writing a device driver isn't easy.
355It requires detailed understanding of OpenGL, the Mesa code, and your
356target hardware/operating system.
3573D graphics are not simple.
358</p>
359<p>
360The best way to get started is to use an existing driver as your starting
361point.
362For a software driver, the X11 and OSMesa drivers are good examples.
363For a hardware driver, the Radeon and R200 DRI drivers are good examples.
364</p>
365<p>The DRI website has more information about writing hardware drivers.
366The process isn't well document because the Mesa driver interface changes
367over time, and we seldome have spare time for writing documentation.
368That being said, many people have managed to figure out the process.
369</p>
370<p>
371Joining the appropriate mailing lists and asking questions (and searching
372the archives) is a good way to get information.
373</p>
374
375
376<h2>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa and/or the DRI drivers?</h2>
377<p>
378The <a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt" target="_parent">specification for the extension</a>
379indicates that there are intellectual property (IP) and/or patent issues
380to be dealt with.
381</p>
382<p>We've been unsucessful in getting a response from S3 (or whoever owns
383the IP nowadays) to indicate whether or not an open source project can
384implement the extension (specifically the compression/decompression
385algorithms).
386</p>
387<p>
388Until we can get official permission to do so, this extension will not
389be implemented in Mesa.
390</p>
391
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