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authorErik Faye-Lund <[email protected]>2019-05-28 13:14:03 +0200
committerErik Faye-Lund <[email protected]>2019-06-05 23:48:44 +0200
commit392c083377fca82ebfbdc559a6a0c6933df422db (patch)
tree077578a7163587274b75035f75627241c56eef8e /docs/faq.html
parent0ee366960c32067b528077c49362c468364d0206 (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]>
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diff --git a/docs/faq.html b/docs/faq.html
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@@ -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