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| <h1>Mesa Frequently Asked Questions</h1> |
| Last updated: 21 August 2006 |
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| <br> |
| <br> |
| <h2>Index</h2> |
| <a href="#part1">1. High-level Questions and Answers</a> |
| <br> |
| <a href="#part2">2. Compilation and Installation Problems</a> |
| <br> |
| <a href="#part3">3. Runtime / Rendering Problems</a> |
| <br> |
| <a href="#part4">4. Developer Questions</a> |
| <br> |
| <br> |
| <br> |
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| <a name="part1"> |
| </a><h1><a name="part1">1. High-level Questions and Answers</a></h1> |
| |
| <h2><a name="part1">1.1 What is Mesa?</a></h2> |
| <p> |
| <a name="part1">Mesa is an open-source implementation of the OpenGL specification. |
| OpenGL is a programming library for writing interactive 3D applications. |
| See the </a><a href="http://www.opengl.org/">OpenGL website</a> for more |
| information. |
| </p> |
| <p> |
| Mesa 6.x supports the OpenGL 1.5 specification. |
| </p> |
| |
| |
| <h2>1.2 Does Mesa support/use graphics hardware?</h2> |
| <p> |
| Yes. Specifically, Mesa serves as the OpenGL core for the open-source DRI |
| drivers for XFree86/X.org. See the <a href="http://dri.freedesktop.org/">DRI |
| website</a> for more information. |
| </p> |
| <p> |
| There have been other hardware drivers for Mesa over the years (such as |
| the 3Dfx Glide/Voodoo driver, an old S3 driver, etc) but the DRI drivers |
| are the modern ones. |
| </p> |
| |
| <h2>1.3 What purpose does Mesa serve today?</h2> |
| <p> |
| Hardware-accelerated OpenGL implementations are available for most popular |
| operating systems today. |
| Still, Mesa serves at least these purposes: |
| </p> |
| <ul> |
| <li>Mesa is used as the core of the open-source XFree86/X.org DRI |
| hardware drivers. |
| </li> |
| <li>Mesa is quite portable and allows OpenGL to be used on systems |
| that have no other OpenGL solution. |
| </li> |
| <li>Software rendering with Mesa serves as a reference for validating the |
| hardware drivers. |
| </li> |
| <li>A software implementation of OpenGL is useful for experimentation, |
| such as testing new rendering techniques. |
| </li> |
| <li>Mesa can render images with deep color channels: 16-bit integer |
| and 32-bit floating point color channels are supported. |
| This capability is only now appearing in hardware. |
| </li> |
| <li>Mesa's internal limits (max lights, clip planes, texture size, etc) can be |
| changed for special needs (hardware limits are hard to overcome). |
| </li> |
| </ul> |
| |
| |
| <h2>1.4 What's the difference between"Stand-Alone" Mesa and the DRI drivers?</h2> |
| <p> |
| <em>Stand-alone Mesa</em> is the original incarnation of Mesa. |
| On systems running the X Window System it does all its rendering through |
| the Xlib API: |
| <ul> |
| <li>The GLX API is supported, but it's really just an emulation of the |
| real thing. |
| <li>The GLX wire protocol is not supported and there's no OpenGL extension |
| loaded by the X server. |
| <li>There is no hardware acceleration. |
| <li>The OpenGL library, libGL.so, contains everything (the programming API, |
| the GLX functions and all the rendering code). |
| </ul> |
| </p> |
| <p> |
| Alternately, Mesa acts as the core for a number of OpenGL hardware drivers |
| within the DRI (Direct Rendering Infrastructure): |
| <ul> |
| <li>The libGL.so library provides the GL and GLX API functions, a GLX |
| protocol encoder, and a device driver loader. |
| <li>The device driver modules (such as r200_dri.so) contain a built-in |
| copy of the core Mesa code. |
| <li>The X server loads the GLX module. |
| The GLX module decodes incoming GLX protocol and dispatches the commands |
| to a rendering module. |
| For the DRI, this module is basically a software Mesa renderer. |
| </ul> |
| |
| |
| |
| <h2>1.5 How do I upgrade my DRI installation to use a new Mesa release?</h2> |
| <p> |
| This wasn't easy in the past. |
| Now, the DRI drivers are included in the Mesa tree and can be compiled |
| separately from the X server. |
| Just follow the Mesa <a href="install.html">compilation instructions</a>. |
| </p> |
| |
| |
| <h2>1.6 Are there other open-source implementations of OpenGL?</h2> |
| <p> |
| Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html" |
| target="_parent"> |
| OpenGL Sample Implemenation (SI)</a> is available. |
| The SI was written during the time that OpenGL was originally designed. |
| Unfortunately, development of the SI has stagnated. |
| Mesa is much more up to date with modern features and extensions. |
| </p> |
| |
| <p> |
| <a href="http://ogl-es.sourceforge.net" target="_parent">Vincent</a> is |
| an open-source implementation of OpenGL ES for mobile devices. |
| |
| <p> |
| <a href="http://www.dsbox.com/minigl.html" target="_parent">miniGL</a> |
| is a subset of OpenGL for PalmOS devices. |
| |
| <p> |
| <a href="http://fabrice.bellard.free.fr/TinyGL/" |
| target="_parent">TinyGL</a> is a subset of OpenGL. |
| </p> |
| |
| <p> |
| <a href="http://softgl.studierstube.org/" target="_parent">SoftGL</a> |
| is an OpenGL subset for mobile devices. |
| </p> |
| |
| <p> |
| <a href="http://chromium.sourceforge.net/" target="_parent">Chromium</a> |
| isn't a conventional OpenGL implementation (it's layered upon OpenGL), |
| but it does export the OpenGL API. It allows tiled rendering, sort-last |
| rendering, etc. |
| </p> |
| |
| <p> |
| <a href="http://www.ticalc.org/archives/files/fileinfo/361/36173.html" |
| target="_parent">ClosedGL</a> is an OpenGL subset library for TI |
| graphing calculators. |
| </p> |
| |
| <p> |
| There may be other open OpenGL implementations, but Mesa is the most |
| popular and feature-complete. |
| </p> |
| |
| |
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| <br> |
| <br> |
| |
| |
| <a name="part2"> |
| </a><h1><a name="part2">2. Compilation and Installation Problems</a></h1> |
| |
| |
| <h2><a name="part2">2.1 What's the easiest way to install Mesa?</a></h2> |
| <p> |
| <a name="part2">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. |
| </a></p> |
| |
| |
| <h2><a name="part2">2.2 I get undefined symbols such as bgnpolygon, v3f, etc...</a></h2> |
| <p> |
| <a name="part2">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. |
| </a></p> |
| |
| |
| <h2><a name="part2">2.3 Where is the GLUT library?</a></h2> |
| <p> |
| <a name="part2">GLUT (OpenGL Utility Toolkit) is in the separate MesaGLUT-x.y.z.tar.gz file. |
| If you don't already have GLUT installed, you should grab the MesaGLUT |
| package and compile it with the rest of Mesa. |
| </a></p> |
| |
| |
| |
| <h2><a name="part2">2.4 What's the proper place for the libraries and headers?</a></h2> |
| <p> |
| <a name="part2">On Linux-based systems you'll want to follow the |
| </a><a href="http://oss.sgi.com/projects/ogl-sample/ABI/index.html" |
| target="_parent">Linux ABI</a> standard. |
| Basically you'll want the following: |
| </p> |
| <ul> |
| <li>/usr/include/GL/gl.h - the main OpenGL header |
| </li><li>/usr/include/GL/glu.h - the OpenGL GLU (utility) header |
| </li><li>/usr/include/GL/glx.h - the OpenGL GLX header |
| </li><li>/usr/include/GL/glext.h - the OpenGL extensions header |
| </li><li>/usr/include/GL/glxext.h - the OpenGL GLX extensions header |
| </li><li>/usr/include/GL/osmesa.h - the Mesa off-screen rendering header |
| </li><li>/usr/lib/libGL.so - a symlink to libGL.so.1 |
| </li><li>/usr/lib/libGL.so.1 - a symlink to libGL.so.1.xyz |
| </li><li>/usr/lib/libGL.so.xyz - the actual OpenGL/Mesa library. xyz denotes the |
| Mesa version number. |
| </li><li>/usr/lib/libGLU.so - a symlink to libGLU.so.1 |
| </li><li>/usr/lib/libGLU.so.1 - a symlink to libGLU.so.1.3.xyz |
| </li><li>/usr/lib/libGLU.so.xyz - the OpenGL Utility library. xyz denotes the Mesa |
| version number. |
| </li></ul> |
| <p> |
| After installing XFree86/X.org and the DRI drivers, some of these files |
| may be symlinks into the /usr/X11R6/ tree. |
| </p> |
| <p> |
| The old-style Makefile system doesn't install the Mesa libraries; it's |
| up to you to copy them (and the headers) to the right place. |
| </p> |
| <p> |
| The GLUT header and library should go in the same directories. |
| </p> |
| <br> |
| <br> |
| |
| |
| <a name="part3"> |
| </a><h1><a name="part3">3. Runtime / Rendering Problems</a></h1> |
| |
| <h2><a name="part3">3.1 Rendering is slow / why isn't my graphics hardware being used?</a></h2> |
| <p> |
| <a name="part3">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). |
| </a></p> |
| <p> |
| <a name="part3">What you really want is a DRI or NVIDIA (or another vendor's OpenGL) driver |
| for your particular hardware. |
| </a></p> |
| <p> |
| <a name="part3">You can run the <code>glxinfo</code> 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. |
| </a></p> |
| <p> |
| <a name="part3">If your DRI-based driver isn't working, go to the |
| </a><a href="http://dri.sf.net/" target="_parent">DRI website</a> for trouble-shooting information. |
| </p> |
| |
| |
| <h2>3.2 I'm seeing errors in depth (Z) buffering. Why?</h2> |
| <p> |
| Make sure the ratio of the far to near clipping planes isn't too great. |
| Look |
| <a href="http://www.opengl.org/resources/faq/technical/depthbuffer.htm#0040" |
| target="_parent"> here</a> for details. |
| </p> |
| <p> |
| 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 |
| <code> glXChooseVisual</code> in your code. |
| </p> |
| |
| |
| <h2>3.3 Why Isn't depth buffering working at all?</h2> |
| <p> |
| 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. |
| </p> |
| <p>Specifically, make sure <code>glutInitDisplayMode</code> is being called |
| with <code>GLUT_DEPTH</code> or <code>glXChooseVisual</code> is being |
| called with a non-zero value for GLX_DEPTH_SIZE. |
| </p> |
| <p>This discussion applies to stencil buffers, accumulation buffers and |
| alpha channels too. |
| </p> |
| |
| |
| <h2>3.4 Why does glGetString() always return NULL?</h2> |
| <p> |
| Be sure you have an active/current OpenGL rendering context before |
| calling glGetString. |
| </p> |
| |
| |
| <h2>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h2> |
| <p> |
| 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. |
| </p> |
| |
| <h2>3.6 How can I change the maximum framebuffer size in Mesa's |
| <tt>swrast</tt> backend?</h2> |
| <p> |
| These can be overridden by using the <tt>--with-max-width</tt> and |
| <tt>--with-max-height</tt> options. The two need not be equal. |
| </p><p> |
| Do note that Mesa uses these values to size some internal buffers, |
| so increasing these sizes will cause Mesa to require additional |
| memory. Furthermore, increasing these limits beyond <tt>4096</tt> |
| may introduce rasterization artifacts; see the leading comments in |
| <tt>src/mesa/swrast/s_tritemp.h</tt>. |
| </p> |
| |
| <br> |
| <br> |
| |
| |
| <a name="part4"> |
| </a><h1><a name="part4">4. Developer Questions</a></h1> |
| |
| <h2>4.1 How can I contribute?</a></h2> |
| <p> |
| First, join the <a href="http://www.mesa3d.org/lists.html">Mesa3d-dev |
| mailing list</a>. |
| That's where Mesa development is discussed. |
| </p> |
| <p> |
| The <a href="http://www.opengl.org/documentation" target="_parent"> |
| OpenGL Specification</a> is the bible for OpenGL implemention work. |
| You should read it. |
| </p> |
| <p>Most of the Mesa development work involves implementing new OpenGL |
| extensions, writing hardware drivers (for the DRI), and code optimization. |
| </p> |
| |
| <h2>4.2 How do I write a new device driver?</h2> |
| <p> |
| Unfortunately, writing a device driver isn't easy. |
| It requires detailed understanding of OpenGL, the Mesa code, and your |
| target hardware/operating system. |
| 3D graphics are not simple. |
| </p> |
| <p> |
| The best way to get started is to use an existing driver as your starting |
| point. |
| For a software driver, the X11 and OSMesa drivers are good examples. |
| For a hardware driver, the Radeon and R200 DRI drivers are good examples. |
| </p> |
| <p>The DRI website has more information about writing hardware drivers. |
| The process isn't well document because the Mesa driver interface changes |
| over time, and we seldome have spare time for writing documentation. |
| That being said, many people have managed to figure out the process. |
| </p> |
| <p> |
| Joining the appropriate mailing lists and asking questions (and searching |
| the archives) is a good way to get information. |
| </p> |
| |
| |
| <h2>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa?</h2> |
| <p> |
| The <a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt" target="_parent">specification for the extension</a> |
| indicates that there are intellectual property (IP) and/or patent issues |
| to be dealt with. |
| </p> |
| <p>We've been unsucessful in getting a response from S3 (or whoever owns |
| the IP nowadays) to indicate whether or not an open source project can |
| implement the extension (specifically the compression/decompression |
| algorithms). |
| </p> |
| <p> |
| In the mean time, a 3rd party <a href= |
| "http://homepage.hispeed.ch/rscheidegger/dri_experimental/s3tc_index.html" |
| target="_parent">plug-in library</a> is available. |
| </p> |
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