Mesa 5.0 DOS/DJGPP Port v1.3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ Well, guess what... this is the DOS port of Mesa 5.0, for DJGPP fans... Whoa! The driver has its origins in ddsample.c, written by Brian Paul and found by me in Mesa 3.4.2. Legal: ~~~~~~ Mesa copyright applies, provided this package is used within Mesa. For anything else, see GPL. Installation: ~~~~~~~~~~~~~ Unzip and type: make -f Makefile.DJ [OPTIONS...] Available options: Environment variables: CPU optimize for the given processor. default = k6 GLU=[src|si] specify GLU directory; can be `src' (src-glu = Mesa) or `si' (si-glu = SGI's GLU -- requires GNU/C++). default = src GLIDE path to Glide3 SDK include files; used with FX. default = $(TOP)/include/glide3 FX=1 build for 3dfx Glide3. Note that this disables compilation of most DMesa code and requires fxMesa. As a consequence, you'll need the DJGPP Glide3 library to build any application. default = no MATROX=1 build for Matrox Millennium I (MGA2064W) cards. This is experimental and not intensively tested. default = no HAVE_X86=1 optimize for i386. default = no HAVE_MMX=1 allow MMX specializations, provided your assembler supports MMX instruction set. However, the true CPU capabilities are checked at run-time to avoid crashes. default = no HAVE_SSE=1 (see HAVE_MMX) default = no HAVE_3DNOW=1 (see HAVE_MMX) default = no Targets: all: build everything libgl: build GL libglu: build GLU libglut: build GLUT clean: remove object files realclean: remove all generated files Tested on: CPU: K6-2 (CXT) @500(412.5) MHz Mainboard: ViA Apollo VP2/97 w/ 128 MB SDRAM Video card: PowerColor EvilKing3 (Voodoo3 3000 PCI) w/ 16 MB SDRAM DJGPP: djdev 2.04 + gcc v3.2.1 + make v3.79.1 OS: DOS and Win9x FAQ: ~~~~ 1. Compilation Q) I tried to run `make' and it exits because `gcc' complains it cannot find some stupid file. A) You need LFN support. A) When compiling for Glide (FX=1), pay attention to Glide path. Q) Libraries built OK, but linker complains about `vsnprintf' every time I compile some demo. A) Upgrade to DJGPP 2.04. A) Add `vsnprintf.c' to the CORE_SOURCES in `src/Makefile.DJ' (untested!). A) The following hack should be safe in 90% of the cases, but if anything goes wrong, don't come back to me crying. Anyway, patch `src/imports.c' with the following line: #define vsnprintf(buf, max, fmt, arg) vsprintf(buf, fmt, arg) 2. Dynamic modules Q) What are you mumbling about dynamic modules? A) You must have the DXE3 package (available on my site) installed in order to build the dynamic modules. Q) DXE3 modules give me headaches... A) The DXE3 modules are not compulsory. The static libraries are still built and you can use them in the old-fashioned, classic way... and learn to live with your huge executable size. For example: gcc -o OUT.exe IN.c -lglut -lglu -lgl Q) Okay, DXE3 modules are built. How can I use them? A) Build your export object file; then link it with your application. For example: dxe3res -o dmesadxe.c gl.dxe glu.dxe glut.dxe gcc -o dmesadxe.o -c dmesadxe.c gcc -o OUT.exe dmesadxe.o IN.c -liglut -liglu -ligl -ldl 3. Using Mesa for DJGPP Q) DMesa is so SLOOOW! The Win32 OpenGL performs so much better... A) Is that a question? If you have a Voodoo3/Banshee card, you're lucky (the Glide port is on my web page). If you have a Matrox Millennium I card, you just MIGHT be lucky... If you haven't, sorry; everything is done in software. Suggestions? Q) I tried to set refresh rate w/ DMesa, but without success. A) Refresh rate control works only for VESA 3.0. If you were compiling for Glide, see Glide info. If not, sorry! Q) I made a simple application and it does nothing. It exits right away. Not even a blank screen. A) The pure software drivers (VESA/VGA) support only double-buffered modes. A) Another weird "feature" is that buffer width must be multiple of 8 (I'm a lazy programmer and I found that the easiest way to keep buffer handling at peak performance ;-). Q) My demo doesn't display text. I know I used the GLUT font routines! A) Then you probably use GLUT as a DXE. Well, there is no direct access to variables due to the way DXE works. Read the documentation. The author of GLUT took this into account for _WIN32 DLL's only; I don't want to modify his headers. The only workaround is to link GLUT the old way :-( Q) The GLUT is incomplete. A) See below. libGLUT (the toolkit): ~~~~~~~~~~~~~~~~~~~~~~ Well, this "skeletal" GLUT implementation was taken from AllegGL project and heavily changed. Thanks should go to Bernhard Tschirren, Mark Kilgard, Brian Paul and probably others (or probably not ;-). GLUT functionality will be extended only on an "as needed" basis. GLUT talks to hardware via PC_HW package which was put together from various pieces I wrote long time ago. It consists from the keyboard, mouse and timer drivers. My keyboard driver used only scancodes; as GLUT requires ASCII values for keys, I borrowed the translation tables (and maybe more) from Allegro -- many thanks to Shawn Hargreaves et co. Ctrl-Alt-Del (plus Ctrl-Alt-End, for Windows users) will shut down the GLUT engine unconditionally: it will raise SIGINT, which in turn will (hopefully) call the destructors, thus cleaning up your/my mess ;-) NB: since the DJGPP guys ensured signal handlers won't go beyond program's space (and since dynamic modules shall) the SIGINT can't be hooked (well, it can, but it is useless), therefore you must live with the 'Exiting due to signal SIGINT' message... The mouse driver is far from complete (lack of positioning, drawing, etc), but is enough to make almost all the demos work. The timer is pretty versatile for it supports multiple timers with different frequencies. While not being the most accurate timer in the known universe, I think it's OK. Take this example: you have timer A with a very high rate, and then you have timer B with very low rate compared to A; now, A ticks OK, but timer B will probably loose precision! As an addition, stdout and stderr are redirected and dumped upon exit. This means that `printf' can be safely called during graphics. A bit of a hack, I know, because all messages come in bulk, but I think it's better than nothing. "Borrowed" from LIBRHUTI (Robert Hoehne). Window creating defaults: 300x300x16 at (0,0), 16-bit depth, 16-bit accum, 8-bit stencil. However, the video mode is chosen in such a way that first window will fit. If you need high resolution with small windows, set initial position far to the right (or way down); then you can move them back to any position right before the main loop. The following environment variables can customize GLUT behaviour: DMESA_GLUT_REFRESH - set vertical screen refresh rate (VESA3) DMESA_GLUT_BPP - set default bits per pixel (VGA needs 8) History: ~~~~~~~~ v1.0 (mar-2002) initial release v1.1 (sep-2002) + added 3dfx Glide3 support + added refresh rate control + added fonts in GLUT * lots of minor changes v1.2 (nov-2002) * synced w/ Mesa-4.1 - removed dmesadxe.h v1.3 (feb-2003) + enabled OpenGL 1.4 support + added MMX clear/blit routines + enabled SGI's GLU compilation + added samples makefile + added new GLUT functions + added color-index modes + added Matrox Millennium MGA2064W driver + added 8bit FakeColor (thanks to Neil Funk) + added VGA support (to keep Ben Decker happy) ! fixed GLUT compilation error (reported by Chan Kar Heng) * overhauled virtual buffer and internal video drivers * better fxMesa integration * revamped GLUT * switched to DXE3 Contact: ~~~~~~~~ Name: Borca Daniel E-mail: dborca@yahoo.com WWW: http://www.geocities.com/dborca/