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-rw-r--r-- | docs/dispatch.html | 9 | ||||
-rw-r--r-- | docs/faq.html | 68 | ||||
-rw-r--r-- | docs/install.html | 21 | ||||
-rw-r--r-- | docs/repository.html | 9 | ||||
-rw-r--r-- | docs/shading.html | 29 |
5 files changed, 54 insertions, 82 deletions
diff --git a/docs/dispatch.html b/docs/dispatch.html index 4f48e9454d9..1d3283aa6cc 100644 --- a/docs/dispatch.html +++ b/docs/dispatch.html @@ -47,8 +47,7 @@ differnt GL context current. This means that poor old <tt>glVertex3fv</tt> has to know which GL context is current in the thread where it is being called.</p> -<A NAME="overview"/> -<H2>2. Overview of Mesa's Implementation</H2> +<h2 id="overview">2. Overview of Mesa's Implementation</h2> <p>Mesa uses two per-thread pointers. The first pointer stores the address of the context current in the thread, and the second pointer stores the @@ -246,8 +245,7 @@ step is to add the correct <tt>#ifdef</tt> magic to <tt>src/mesa/glapi/glapi_dispatch.c</tt> to prevent the C version of the dispatch functions from being built.</p> -<A NAME="fixedsize"/> -<H3>3.4. Fixed-Length Dispatch Stubs</H3> +<h3 id="fixedsize">3.4. Fixed-Length Dispatch Stubs</h3> <p>To implement <tt>glXGetProcAddress</tt>, Mesa stores a table that associates function names with pointers to those functions. This table is @@ -266,8 +264,7 @@ dispatch stub.</p> <tt>src/mesa/glapi/glapi.c</tt> just before <tt>glprocs.h</tt> is included.</p> -<A NAME="autogen"/> -<H2>4. Automatic Generation of Dispatch Stubs</H2> +<h2 id="autogen">4. Automatic Generation of Dispatch Stubs</h2> </body> </html> diff --git a/docs/faq.html b/docs/faq.html index 333ba8d7ecd..bd7eb47e5c2 100644 --- a/docs/faq.html +++ b/docs/faq.html @@ -28,14 +28,13 @@ Last updated: 21 August 2006 -<a name="part1"> -</a><h1><a name="part1">1. High-level Questions and Answers</a></h1> +<h1 id="part1">1. High-level Questions and Answers</h1> -<h2><a name="part1">1.1 What is Mesa?</a></h2> +<h2>1.1 What is Mesa?</h2> <p> -<a name="part1">Mesa is an open-source implementation of the OpenGL specification. +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 +See the <a href="http://www.opengl.org/">OpenGL website</a> for more information. </p> <p> @@ -176,44 +175,43 @@ popular and feature-complete. <br> -<a name="part2"> -</a><h1><a name="part2">2. Compilation and Installation Problems</a></h1> +<h1 id="part2">2. Compilation and Installation Problems</h1> -<h2><a name="part2">2.1 What's the easiest way to install Mesa?</a></h2> +<h2>2.1 What's the easiest way to install Mesa?</h2> <p> -<a name="part2">If you're using a Linux-based system, your distro CD most likely already +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> +</p> -<h2><a name="part2">2.2 I get undefined symbols such as bgnpolygon, v3f, etc...</a></h2> +<h2>2.2 I get undefined symbols such as bgnpolygon, v3f, etc...</h2> <p> -<a name="part2">You're application is written in IRIS GL, not OpenGL. +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> +</p> -<h2><a name="part2">2.3 Where is the GLUT library?</a></h2> +<h2>2.3 Where is the GLUT library?</h2> <p> -<a name="part2">GLUT (OpenGL Utility Toolkit) is no longer in the separate MesaGLUT-x.y.z.tar.gz file. +GLUT (OpenGL Utility Toolkit) is no longer in the separate MesaGLUT-x.y.z.tar.gz file. If you don't already have GLUT installed, you should grab <a href="http://freeglut.sourceforge.net/">freeglut</a>. -</a></p> +</p> -<h2><a name="part2">2.4 Where is the GLw library?</a></h2> +<h2>2.4 Where is the GLw library?</h2> <p> -<a name="part2">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. -</a></p> +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. +</p> -<h2><a name="part2">2.5 What's the proper place for the libraries and headers?</a></h2> +<h2>2.5 What's the proper place for the libraries and headers?</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" +On Linux-based systems you'll want to follow the +<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> @@ -248,29 +246,28 @@ The GLUT header and library should go in the same directories. <br> -<a name="part3"> -</a><h1><a name="part3">3. Runtime / Rendering Problems</a></h1> +<h1 id="part3">3. Runtime / Rendering Problems</h1> -<h2><a name="part3">3.1 Rendering is slow / why isn't my graphics hardware being used?</a></h2> +<h2>3.1 Rendering is slow / why isn't my graphics hardware being used?</h2> <p> -<a name="part3">Stand-alone Mesa (downloaded as MesaLib-x.y.z.tar.gz) doesn't have any +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> <p> -<a name="part3">What you really want is a DRI or NVIDIA (or another vendor's OpenGL) driver +What you really want is a DRI or NVIDIA (or another vendor's OpenGL) driver for your particular hardware. -</a></p> +</p> <p> -<a name="part3">You can run the <code>glxinfo</code> program to learn about your OpenGL +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> <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. +If your DRI-based driver isn't working, go to the +<a href="http://dri.sf.net/" target="_parent">DRI website</a> for trouble-shooting information. </p> @@ -338,10 +335,9 @@ may introduce rasterization artifacts; see the leading comments in <br> -<a name="part4"> -</a><h1><a name="part4">4. Developer Questions</a></h1> +<h1 id="part4">4. Developer Questions</h1> -<h2>4.1 How can I contribute?</a></h2> +<h2>4.1 How can I contribute?</h2> <p> First, join the <a href="http://www.mesa3d.org/lists.html">Mesa3d-dev mailing list</a>. diff --git a/docs/install.html b/docs/install.html index 52fa3bcd5d7..53164973205 100644 --- a/docs/install.html +++ b/docs/install.html @@ -23,8 +23,7 @@ </ol> -<a name="prereq-general"> -<h1>1. Prerequisites for building</h1> +<h1 id="prereq-general">1. Prerequisites for building</h1> <h2>1.1 General</h2> <ul> @@ -46,8 +45,7 @@ To build OpenGL ES 1.1 and 2.0 you'll also need </ul> -<a name="prereq-dri"> -<h3>1.2 For DRI and hardware acceleration</h3> +<h3 id="prereq-dri">1.2 For DRI and hardware acceleration</h3> <p> The following are required for DRI-based hardware acceleration with Mesa: @@ -73,8 +71,7 @@ the needed dependencies: -<a name="autoconf"> -<H1>2. Building with autoconf (Linux/Unix/X11)</H1> +<H1 id="autoconf">2. Building with autoconf (Linux/Unix/X11)</H1> <p> The primary method to build Mesa on Unix systems is with autoconf. @@ -95,8 +92,7 @@ for more details. -<a name="scons"> -<H1>3. Building with SCons (Windows/Linux)</H1> +<H1 id="scons">3. Building with SCons (Windows/Linux)</H1> <p> To build Mesa with SCons on Linux or Windows do @@ -130,8 +126,7 @@ Put them all in the same directory to test them. -<a name="other"> -<H1>4. Building for other systems</H1> +<H1 id="other">4. Building for other systems</H1> <p> Documentation for other environments (some may be very out of date): @@ -145,8 +140,7 @@ Documentation for other environments (some may be very out of date): -<a name="libs"> -<H1>5. Library Information</H1> +<H1 id="libs">5. Library Information</H1> <p> When compilation has finished, look in the top-level <code>lib/</code> @@ -190,8 +184,7 @@ versions of libGL and device drivers. </p> -<a name="pkg-config"> -<H1>6. Building OpenGL programs with pkg-config</H1> +<H1 id="pkg-config">6. Building OpenGL programs with pkg-config</H1> <p> Running <code>make install</code> will install package configuration files diff --git a/docs/repository.html b/docs/repository.html index 094b30d992d..65b1dc2dd19 100644 --- a/docs/repository.html +++ b/docs/repository.html @@ -35,8 +35,7 @@ target="_parent">Mesa demos and tests git repository</a>. </p> -<a name="anonymous"> -<H2>Anonymous git Access</H2> +<h2 id="anonymous">Anonymous git Access</h2> <p> To get the Mesa sources anonymously (read-only): @@ -59,8 +58,7 @@ To get the Mesa sources anonymously (read-only): </ol> -<a name="developer"> -<H2>Developer git Access</H2> +<h2 id="developer">Developer git Access</h2> <p> Mesa developers need to first have an account on @@ -115,8 +113,7 @@ Unix users don't need to set this option. <br> -<a name="developer"> -<H2>Development Branches</H2> +<h2>Development Branches</h2> <p> At any given time, there may be several active branches in Mesa's diff --git a/docs/shading.html b/docs/shading.html index ebb3927ad47..175e0246006 100644 --- a/docs/shading.html +++ b/docs/shading.html @@ -20,7 +20,7 @@ Contents </p> <ul> <li><a href="#envvars">Environment variables</a> -<li><a href="#120">GLSL 1.20 support</a> +<li><a href="#glsl120">GLSL 1.20 support</a> <li><a href="#unsup">Unsupported Features</a> <li><a href="#notes">Implementation Notes</a> <li><a href="#hints">Programming Hints</a> @@ -30,9 +30,7 @@ Contents </ul> - -<a name="envvars"> -<h2>Environment Variables</h2> +<h2 id="envvars">Environment Variables</h2> <p> The <b>MESA_GLSL</b> environment variable can be set to a comma-separated @@ -59,8 +57,7 @@ Example: export MESA_GLSL=dump,nopt </p> -<a name="120"> -<h2>GLSL Version</h2> +<h2 id="glsl120">GLSL Version</h2> <p> The GLSL compiler currently supports version 1.20 of the shading language. @@ -77,8 +74,7 @@ Several GLSL extensions are also supported: </ul> -<a name="unsup"> -<h2>Unsupported Features</h2> +<h2 id="unsup">Unsupported Features</h2> <p>XXX update this section</p> @@ -101,8 +97,7 @@ All other major features of the shading language should function. </p> -<a name="notes"> -<h2>Implementation Notes</h2> +<h2 id="notes">Implementation Notes</h2> <ul> <li>Shading language programs are compiled into low-level programs @@ -125,8 +120,7 @@ These issues will be addressed/resolved in the future. </p> -<a name="hints"> -<h2>Programming Hints</h2> +<h2 id="hints">Programming Hints</h2> <ul> <li>Use the built-in library functions whenever possible. @@ -142,8 +136,7 @@ These issues will be addressed/resolved in the future. </ul> -<a name="standalone"> -<h2>Stand-alone GLSL Compiler</h2> +<h2 id="standalone">Stand-alone GLSL Compiler</h2> <p> The stand-alone GLSL compiler program can be used to compile GLSL shaders @@ -180,10 +173,7 @@ Options include </ul> - - -<a name="implementation"> -<h2>Compiler Implementation</h2> +<h2 id="implementation">Compiler Implementation</h2> <p> The source code for Mesa's shading language compiler is in the @@ -245,8 +235,7 @@ Extra NOP instructions will also be inserted. </ul> -<a name="validation"> -<h2>Compiler Validation</h2> +<h2 id="validation">Compiler Validation</h2> <p> Developers working on the GLSL compiler should test frequently to avoid |