diff options
author | Erik Faye-Lund <[email protected]> | 2019-05-28 13:14:03 +0200 |
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committer | Erik Faye-Lund <[email protected]> | 2019-06-05 23:48:44 +0200 |
commit | 392c083377fca82ebfbdc559a6a0c6933df422db (patch) | |
tree | 077578a7163587274b75035f75627241c56eef8e /docs/faq.html | |
parent | 0ee366960c32067b528077c49362c468364d0206 (diff) |
docs: add more more code-tags
It's easier to read function-names, file-names and other
"machine"-related strings if they are formatted in a monospace font. So
let's mark these up with code-tags.
Signed-off-by: Erik Faye-Lund <[email protected]>
Reviewed-by: Emil Velikov <[email protected]>
Reviewed-by: Eric Engestrom <[email protected]>
Diffstat (limited to 'docs/faq.html')
-rw-r--r-- | docs/faq.html | 29 |
1 files changed, 15 insertions, 14 deletions
diff --git a/docs/faq.html b/docs/faq.html index a85c69c7151..183bd4e31d9 100644 --- a/docs/faq.html +++ b/docs/faq.html @@ -291,34 +291,34 @@ If you need a deeper you can modify the parameters to <h3>3.3 Why Isn't depth buffering working at all?</h3> <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. +Be sure you're requesting a depth buffered-visual. If you set the +<code>MESA_DEBUG</code> 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. +called with a non-zero value for <code>GLX_DEPTH_SIZE</code>. </p> <p>This discussion applies to stencil buffers, accumulation buffers and alpha channels too. </p> -<h3>3.4 Why does glGetString() always return NULL?</h3> +<h3>3.4 Why does <code>glGetString()</code> always return <code>NULL</code>?</h3> <p> Be sure you have an active/current OpenGL rendering context before -calling glGetString. +calling <code>glGetString</code>. </p> -<h3>3.5 GL_POINTS and GL_LINES don't touch the right pixels</h3> +<h3>3.5 <code>GL_POINTS</code> and <code>GL_LINES</code> don't touch the +right pixels</h3> <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. +If you're trying to draw a filled region by using <code>GL_POINTS</code> or +<code>GL_LINES</code> 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> @@ -365,7 +365,8 @@ the archives) is a good way to get information. </p> -<h3>4.3 Why isn't GL_EXT_texture_compression_s3tc implemented in Mesa?</h3> +<h3>4.3 Why isn't <code>GL_EXT_texture_compression_s3tc</code> implemented in +Mesa?</h3> <p> Oh but it is! Prior to 2nd October 2017, the Mesa project did not include s3tc support due to intellectual property (IP) and/or patent issues around the s3tc |