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 | <head><title>Mesa FAQ</title></head> | 
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 | <h1>Mesa Frequently Asked Questions</h1> | 
 | Last updated: 30 March 2003 | 
 | </center> | 
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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 5.x supports the OpenGL 1.4 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 | 
 | XFree86/DRI OpenGL drivers.  See the <a href="http://dri.sf.net/">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 (software-based rendering) 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/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 How do I upgrade my DRI installation to use a new Mesa release?</h2> | 
 | <p> | 
 | You don't!  A copy of the Mesa source code lives inside the XFree86/DRI source | 
 | tree and gets compiled into the individual DRI driver modules. | 
 | If you try to install Mesa over an XFree86/DRI installation, you'll lose | 
 | hardware rendering (because stand-alone Mesa's libGL.so is different than | 
 | the XFree86 libGL.so). | 
 | </p> | 
 | <p> | 
 | The DRI developers will incorporate the latest release of Mesa into the | 
 | DRI drivers when the time is right. | 
 | </p> | 
 |  | 
 | <h2>1.5 Are there other open-source implementations of OpenGL?</h2> | 
 | <p> | 
 | Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html"> | 
 | 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://www.dsbox.com/minigl.html">miniGL</a> is a subset of OpenGL | 
 | for PalmOS devices. | 
 |  | 
 | <a href="http://fabrice.bellard.free.fr/TinyGL/">TinyGL</a> is another | 
 | subset of OpenGL. | 
 | </p> | 
 | <p> | 
 | There may be others but Mesa is the most popular and feature-complete. | 
 | </p> | 
 |  | 
 | <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 Running <code>configure; make</code> Doesn't Work</a></h2> | 
 | <p> | 
 | <a name="part2">Unfortunately, the GNU autoconf/automake/libtool system doesn't seem to work | 
 | too well on non GNU/Linux systems, even after installing gmake, gcc, etc. | 
 | For that reason, Mesa's <b>old-style</b> makefile system is still included. | 
 | The old-style system uses good old traditional Makefiles.  Try the following: | 
 | </a></p><pre><a name="part2">  cd Mesa-x.y.z | 
 |   cp Makefile.X11 Makefile | 
 |   make | 
 | </a></pre> | 
 | <a name="part2">You'll see a list of system configurations from which to choose. | 
 | For example: | 
 | </a><pre><a name="part2">  make linux-x86 | 
 | </a></pre> | 
 | <p> | 
 | <a name="part2">If you're experienced with GNU autoconf/automake/libtool and think you can help | 
 | with maintence, contact the Mesa developers. | 
 | FYI, the Mesa developers generally don't use the autoconf/automake system. | 
 | We're especially annoyed with the fact that a +5000-line script (libtool) | 
 | is needed to make shared libraries (ugh). | 
 | </a></p> | 
 |  | 
 | <h2><a name="part2">2.3 Mesa still doesn't compile</a></h2> | 
 | <p> | 
 | <a name="part2">If the old-style Makefile system doesn't work either, make sure you have | 
 | the most recent version of Mesa. | 
 | Otherwise, file a bug report or post to the Mesa3d-users mailing list. | 
 | Give as much info as possible when describing your problem. | 
 | </a></p> | 
 |  | 
 |  | 
 | <h2><a name="part2">2.4 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">2.5 Where is the GLUT library?</a></h2> | 
 | <p> | 
 | <a name="part2">GLUT (OpenGL Utility Toolkit) is in the separate MesaDemos-x.y.z.tar.gz file. | 
 | If you don't already have GLUT installed, you should grab the MesaDemos | 
 | package and unpack it before compiling Mesa. | 
 | </a></p> | 
 |  | 
 |  | 
 |  | 
 | <h2><a name="part2">2.6 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">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 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/">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.sgi.com/software/opengl/advanced97/notes/node18.html"> | 
 | 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> | 
 |  | 
 | <br> | 
 | <br> | 
 |  | 
 |  | 
 | <a name="part4"> | 
 | </a><h1><a name="part4">4. Developer Questions</a></h1> | 
 |  | 
 | <h2><a name="part4">4.1 How can I contribute?</a></h2> | 
 | <p> | 
 | <a name="part4">First, join the Mesa3d-dev mailing list.  That's where Mesa development | 
 | is discussed. | 
 | </a></p> | 
 | <p> | 
 | <a name="part4">The </a><a href="http://www.opengl.org/developers/documentation/specs.html"> | 
 | 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> | 
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 | </body> | 
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