1 <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> 2 <html lang="en"> 3 <head> 4 <meta http-equiv="content-type" content="text/html; charset=utf-8"> 5 <title>Mesa FAQ</title> 6 <link rel="stylesheet" type="text/css" href="mesa.css"> 7 </head> 8 <body> 9 10 <center> 11 <h1>Mesa Frequently Asked Questions</h1> 12 Last updated: 21 August 2006 13 </center> 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 <h1 id="part1">1. High-level Questions and Answers</h1> 32 33 <h2>1.1 What is Mesa?</h2> 34 <p> 35 Mesa is an open-source implementation of the OpenGL specification. 36 OpenGL is a programming library for writing interactive 3D applications. 37 See the <a href="http://www.opengl.org/">OpenGL website</a> for more 38 information. 39 </p> 40 <p> 41 Mesa 6.x supports the OpenGL 1.5 specification. 42 </p> 43 44 45 <h2>1.2 Does Mesa support/use graphics hardware?</h2> 46 <p> 47 Yes. Specifically, Mesa serves as the OpenGL core for the open-source DRI 48 drivers for XFree86/X.org. See the <a href="http://dri.freedesktop.org/">DRI 49 website</a> for more information. 50 </p> 51 <p> 52 There have been other hardware drivers for Mesa over the years (such as 53 the 3Dfx Glide/Voodoo driver, an old S3 driver, etc) but the DRI drivers 54 are the modern ones. 55 </p> 56 57 <h2>1.3 What purpose does Mesa serve today?</h2> 58 <p> 59 Hardware-accelerated OpenGL implementations are available for most popular 60 operating systems today. 61 Still, Mesa serves at least these purposes: 62 </p> 63 <ul> 64 <li>Mesa is used as the core of the open-source XFree86/X.org DRI 65 hardware drivers. 66 </li> 67 <li>Mesa is quite portable and allows OpenGL to be used on systems 68 that have no other OpenGL solution. 69 </li> 70 <li>Software rendering with Mesa serves as a reference for validating the 71 hardware drivers. 72 </li> 73 <li>A software implementation of OpenGL is useful for experimentation, 74 such as testing new rendering techniques. 75 </li> 76 <li>Mesa can render images with deep color channels: 16-bit integer 77 and 32-bit floating point color channels are supported. 78 This capability is only now appearing in hardware. 79 </li> 80 <li>Mesa's internal limits (max lights, clip planes, texture size, etc) can be 81 changed for special needs (hardware limits are hard to overcome). 82 </li> 83 </ul> 84 85 86 <h2>1.4 What's the difference between"Stand-Alone" Mesa and the DRI drivers?</h2> 87 <p> 88 <em>Stand-alone Mesa</em> is the original incarnation of Mesa. 89 On systems running the X Window System it does all its rendering through 90 the Xlib API: 91 </p> 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 Alternately, Mesa acts as the core for a number of OpenGL hardware drivers 103 within the DRI (Direct Rendering Infrastructure): 104 <ul> 105 <li>The libGL.so library provides the GL and GLX API functions, a GLX 106 protocol encoder, and a device driver loader. 107 <li>The device driver modules (such as r200_dri.so) contain a built-in 108 copy of the core Mesa code. 109 <li>The X server loads the GLX module. 110 The GLX module decodes incoming GLX protocol and dispatches the commands 111 to a rendering module. 112 For the DRI, this module is basically a software Mesa renderer. 113 </ul> 114 115 116 117 <h2>1.5 How do I upgrade my DRI installation to use a new Mesa release?</h2> 118 <p> 119 This wasn't easy in the past. 120 Now, the DRI drivers are included in the Mesa tree and can be compiled 121 separately from the X server. 122 Just follow the Mesa <a href="install.html">compilation instructions</a>. 123 </p> 124 125 126 <h2>1.6 Are there other open-source implementations of OpenGL?</h2> 127 <p> 128 Yes, SGI's <a href="http://oss.sgi.com/projects/ogl-sample/index.html" 129 target="_parent"> 130 OpenGL Sample Implemenation (SI)</a> is available. 131 The SI was written during the time that OpenGL was originally designed. 132 Unfortunately, development of the SI has stagnated. 133 Mesa is much more up to date with modern features and extensions. 134 </p> 135 136 <p> 137 <a href="http://ogl-es.sourceforge.net" target="_parent">Vincent</a> is 138 an open-source implementation of OpenGL ES for mobile devices. 139 140 <p> 141 <a href="http://www.dsbox.com/minigl.html" target="_parent">miniGL</a> 142 is a subset of OpenGL for PalmOS devices. 143 144 <p> 145 <a href="http://fabrice.bellard.free.fr/TinyGL/" 146 target="_parent">TinyGL</a> is a subset of OpenGL. 147 </p> 148 149 <p> 150 <a href="http://softgl.studierstube.org/" target="_parent">SoftGL</a> 151 is an OpenGL subset for mobile devices. 152 </p> 153 154 <p> 155 <a href="http://chromium.sourceforge.net/" target="_parent">Chromium</a> 156 isn't a conventional OpenGL implementation (it's layered upon OpenGL), 157 but it does export the OpenGL API. It allows tiled rendering, sort-last 158 rendering, etc. 159 </p> 160 161 <p> 162 <a href="http://www.ticalc.org/archives/files/fileinfo/361/36173.html" 163 target="_parent">ClosedGL</a> is an OpenGL subset library for TI 164 graphing calculators. 165 </p> 166 167 <p> 168 There may be other open OpenGL implementations, but Mesa is the most 169 popular and feature-complete. 170 </p> 171 172 173 174 <br> 175 <br> 176 177 178 <h1 id="part2">2. Compilation and Installation Problems</h1> 179 180 181 <h2>2.1 What's the easiest way to install Mesa?</h2> 182 <p> 183 If you're using a Linux-based system, your distro CD most likely already 184 has Mesa packages (like RPM or DEB) which you can easily install. 185 </p> 186 187 188 <h2>2.2 I get undefined symbols such as bgnpolygon, v3f, etc...</h2> 189 <p> 190 You're application is written in IRIS GL, not OpenGL. 191 IRIS GL was the predecessor to OpenGL and is a different thing (almost) 192 entirely. 193 Mesa's not the solution. 194 </p> 195 196 197 <h2>2.3 Where is the GLUT library?</h2> 198 <p> 199 GLUT (OpenGL Utility Toolkit) is no longer in the separate MesaGLUT-x.y.z.tar.gz file. 200 If you don't already have GLUT installed, you should grab 201 <a href="http://freeglut.sourceforge.net/">freeglut</a>. 202 </p> 203 204 205 <h2>2.4 Where is the GLw library?</h2> 206 <p> 207 GLw (OpenGL widget library) is now available from a separate <a href="http://cgit.freedesktop.org/mesa/glw/">git repository</a>. Unless you're using very old Xt/Motif applications with OpenGL, you shouldn't need it. 208 </p> 209 210 211 <h2>2.5 What's the proper place for the libraries and headers?</h2> 212 <p> 213 On Linux-based systems you'll want to follow the 214 <a href="http://oss.sgi.com/projects/ogl-sample/ABI/index.html" 215 target="_parent">Linux ABI</a> standard. 216 Basically you'll want the following: 217 </p> 218 <ul> 219 <li>/usr/include/GL/gl.h - the main OpenGL header 220 </li><li>/usr/include/GL/glu.h - the OpenGL GLU (utility) header 221 </li><li>/usr/include/GL/glx.h - the OpenGL GLX header 222 </li><li>/usr/include/GL/glext.h - the OpenGL extensions header 223 </li><li>/usr/include/GL/glxext.h - the OpenGL GLX extensions header 224 </li><li>/usr/include/GL/osmesa.h - the Mesa off-screen rendering header 225 </li><li>/usr/lib/libGL.so - a symlink to libGL.so.1 226 </li><li>/usr/lib/libGL.so.1 - a symlink to libGL.so.1.xyz 227 </li><li>/usr/lib/libGL.so.xyz - the actual OpenGL/Mesa library. xyz denotes the 228 Mesa version number. 229 </li></ul> 230 <p> 231 After installing XFree86/X.org and the DRI drivers, some of these files 232 may be symlinks into the /usr/X11R6/ tree. 233 </p> 234 <p> 235 The old-style Makefile system doesn't install the Mesa libraries; it's 236 up to you to copy them (and the headers) to the right place. 237 </p> 238 <p> 239 The GLUT header and library should go in the same directories. 240 </p> 241 <br> 242 <br> 243 244 245 <h1 id="part3">3. Runtime / Rendering Problems</h1> 246 247 <h2>3.1 Rendering is slow / why isn't my graphics hardware being used?</h2> 248 <p> 249 Stand-alone Mesa (downloaded as MesaLib-x.y.z.tar.gz) doesn't have any 250 support for hardware acceleration (with the exception of the 3DFX Voodoo 251 driver). 252 </p> 253 <p> 254 What you really want is a DRI or NVIDIA (or another vendor's OpenGL) driver 255 for your particular hardware. 256 </p> 257 <p> 258 You can run the <code>glxinfo</code> program to learn about your OpenGL 259 library. 260 Look for the GL_VENDOR and GL_RENDERER values. 261 That will identify who's OpenGL library you're using and what sort of 262 hardware it has detected. 263 </p> 264 <p> 265 If your DRI-based driver isn't working, go to the 266 <a href="http://dri.sf.net/" target="_parent">DRI website</a> for trouble-shooting information. 267 </p> 268 269 270 <h2>3.2 I'm seeing errors in depth (Z) buffering. Why?</h2> 271 <p> 272 Make sure the ratio of the far to near clipping planes isn't too great. 273 Look 274 <a href="http://www.opengl.org/resources/faq/technical/depthbuffer.htm#0040" 275 target="_parent"> here</a> for details. 276 </p> 277 <p> 278 Mesa uses a 16-bit depth buffer by default which is smaller and faster 279 to clear than a 32-bit buffer but not as accurate. 280 If you need a deeper you can modify the parameters to 281 <code> glXChooseVisual</code> in your code. 282 </p> 283 284 285 <h2>3.3 Why Isn't depth buffering working at all?</h2> 286 <p> 287 Be sure you're requesting a depth buffered-visual. If you set the MESA_DEBUG 288 environment variable it will warn you about trying to enable depth testing 289 when you don't have a depth buffer. 290 </p> 291 <p>Specifically, make sure <code>glutInitDisplayMode</code> is being called 292 with <code>GLUT_DEPTH</code> or <code>glXChooseVisual</code> is being 293 called with a non-zero value for GLX_DEPTH_SIZE. 294 </p> 295 <p>This discussion applies to stencil buffers, accumulation buffers and 296 alpha channels too. 297 </p> 298 299 300 <h2>3.4 Why does glGetString() always return NULL?</h2> 301 <p> 302 Be sure you have an active/current OpenGL rendering context before 303 calling glGetString. 304 </p> 305 306 307 <h2>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h2> 308 <p> 309 If you're trying to draw a filled region by using GL_POINTS or GL_LINES 310 and seeing holes or gaps it's because of a float-to-int rounding problem. 311 But this is not a bug. 312 See Appendix H of the OpenGL Programming Guide - "OpenGL Correctness Tips". 313 Basically, applying a translation of (0.375, 0.375, 0.0) to your coordinates 314 will fix the problem. 315 </p> 316 317 <h2>3.6 How can I change the maximum framebuffer size in Mesa's 318 <tt>swrast</tt> backend?</h2> 319 <p> 320 These can be overridden by using the <tt>--with-max-width</tt> and 321 <tt>--with-max-height</tt> options. The two need not be equal. 322 </p><p> 323 Do note that Mesa uses these values to size some internal buffers, 324 so increasing these sizes will cause Mesa to require additional 325 memory. Furthermore, increasing these limits beyond <tt>4096</tt> 326 may introduce rasterization artifacts; see the leading comments in 327 <tt>src/mesa/swrast/s_tritemp.h</tt>. 328 </p> 329 330 <br> 331 <br> 332 333 334 <h1 id="part4">4. Developer Questions</h1> 335 336 <h2>4.1 How can I contribute?</h2> 337 <p> 338 First, join the <a href="http://www.mesa3d.org/lists.html">Mesa3d-dev 339 mailing list</a>. 340 That's where Mesa development is discussed. 341 </p> 342 <p> 343 The <a href="http://www.opengl.org/documentation" target="_parent"> 344 OpenGL Specification</a> is the bible for OpenGL implemention work. 345 You should read it. 346 </p> 347 <p>Most of the Mesa development work involves implementing new OpenGL 348 extensions, writing hardware drivers (for the DRI), and code optimization. 349 </p> 350 351 <h2>4.2 How do I write a new device driver?</h2> 352 <p> 353 Unfortunately, writing a device driver isn't easy. 354 It requires detailed understanding of OpenGL, the Mesa code, and your 355 target hardware/operating system. 356 3D graphics are not simple. 357 </p> 358 <p> 359 The best way to get started is to use an existing driver as your starting 360 point. 361 For a software driver, the X11 and OSMesa drivers are good examples. 362 For a hardware driver, the Radeon and R200 DRI drivers are good examples. 363 </p> 364 <p>The DRI website has more information about writing hardware drivers. 365 The process isn't well document because the Mesa driver interface changes 366 over time, and we seldome have spare time for writing documentation. 367 That being said, many people have managed to figure out the process. 368 </p> 369 <p> 370 Joining the appropriate mailing lists and asking questions (and searching 371 the archives) is a good way to get information. 372 </p> 373 374 375 <h2>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa?</h2> 376 <p> 377 The <a href="http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt" target="_parent">specification for the extension</a> 378 indicates that there are intellectual property (IP) and/or patent issues 379 to be dealt with. 380 </p> 381 <p>We've been unsucessful in getting a response from S3 (or whoever owns 382 the IP nowadays) to indicate whether or not an open source project can 383 implement the extension (specifically the compression/decompression 384 algorithms). 385 </p> 386 <p> 387 In the mean time, a 3rd party <a href= 388 "http://dri.freedesktop.org/wiki/S3TC" 389 target="_parent">plug-in library</a> is available. 390 </p> 391 392 </body> 393 </html> 394