Check for SYS/GL during library init. Reason is that
[AROS.git] / workbench / libs / mesa / docs / intro.html
blob0806caf388e12a15041e502f8fd7d91669a641a0
1 <HTML>
3 <TITLE>Mesa Introduction</TITLE>
5 <link rel="stylesheet" type="text/css" href="mesa.css"></head>
7 <BODY>
9 <H1>Introduction</H1>
11 <p>
12 Mesa is an open-source implementation of the
13 <a href="http://www.opengl.org/" target="_parent">OpenGL</a> specification -
14 a system for rendering interactive 3D graphics.
15 </p>
17 <p>
18 A variety of device drivers allows Mesa to be used in many different
19 environments ranging from software emulation to complete hardware acceleration
20 for modern GPUs.
21 </p>
23 <p>
24 Mesa ties into several other open-source projects: the
25 <a href="http://dri.freedesktop.org/" target="_parent">Direct Rendering
26 Infrastructure</a> and <a href="http://x.org" target="_parent">X.org</a> to
27 provide OpenGL support to users of X on Linux, FreeBSD and other operating
28 systems.
29 </p>
33 <H1>Project History</H1>
35 <p>
36 The Mesa project was originally started by Brian Paul.
37 Here's a short history of the project.
38 </p>
40 <p>
41 August, 1993: I begin working on Mesa in my spare time. The project
42 has no name at that point. I was simply interested in writing a simple
43 3D graphics library that used the then-new OpenGL API. I was partially
44 inspired by the <em>VOGL</em> library which emulated a subset of IRIS GL.
45 I had been programming with IRIS GL since 1991.
46 </p>
48 <p>
49 November 1994: I contact SGI to ask permission to distribute my OpenGL-like
50 graphics library on the internet. SGI was generally receptive to the
51 idea and after negotiations with SGI's legal department, I get permission
52 to release it.
53 </p>
55 <p>
56 February 1995: Mesa 1.0 is released on the internet. I expected that
57 a few people would be interested in it, but not thousands.
58 I was soon receiving patches, new features and thank-you notes on a
59 daily basis. That encouraged me to continue working on Mesa. The
60 name Mesa just popped into my head one day. SGI had asked me not to use
61 the terms <em>"Open"</em> or <em>"GL"</em> in the project name and I didn't
62 want to make up a new acronym. Later, I heard of the Mesa programming
63 language and the Mesa spreadsheet for NeXTStep.
64 </p>
66 <p>
67 In the early days, OpenGL wasn't available on too many systems.
68 It even took a while for SGI to support it across their product line.
69 Mesa filled a big hole during that time.
70 For a lot of people, Mesa was their first introduction to OpenGL.
71 I think SGI recognized that Mesa actually helped to promote
72 the OpenGL API, so they didn't feel threatened by the project.
73 </p>
76 <p>
77 1995-1996: I continue working on Mesa both during my spare time and during
78 my work hours at the Space Science and Engineering Center at the University
79 of Wisconsin in Madison. My supervisor, Bill Hibbard, lets me do this because
80 Mesa is now being using for the <a href="http://www.ssec.wisc.edu/%7Ebillh/vis.html" target="_parent">Vis5D</a> project.
81 </p><p>
82 October 1996: Mesa 2.0 is released. It implements the OpenGL 1.1 specification.
83 </p>
85 <p>
86 March 1997: Mesa 2.2 is released. It supports the new 3dfx Voodoo graphics
87 card via the Glide library. It's the first really popular hardware OpenGL
88 implementation for Linux.
89 </p>
91 <p>
92 September 1998: Mesa 3.0 is released. It's the first publicly-available
93 implementation of the OpenGL 1.2 API.
94 </p>
96 <p>
97 March 1999: I attend my first OpenGL ARB meeting. I contribute to the
98 development of several official OpenGL extensions over the years.
99 </p>
102 September 1999: I'm hired by Precision Insight, Inc. Mesa is a key
103 component of 3D hardware acceleration in the new DRI project for XFree86.
104 Drivers for 3dfx, 3dLabs, Intel, Matrox and ATI hardware soon follow.
105 </p>
108 October 2001: Mesa 4.0 is released.
109 It implements the OpenGL 1.3 specification.
110 </p>
114 November 2001: I cofounded Tungsten Graphics, Inc. with Keith Whitwell,
115 Jens Owen, David Dawes and Frank LaMonica.
116 Tungsten Graphics was acquired by VMware in December 2008.
117 </p>
120 November 2002: Mesa 5.0 is released.
121 It implements the OpenGL 1.4 specification.
122 </p>
125 January 2003: Mesa 6.0 is released. It implements the OpenGL 1.5
126 specification as well as the GL_ARB_vertex_program and
127 GL_ARB_fragment_program extensions.
128 </p>
131 June 2007: Mesa 7.0 is released, implementing the OpenGL 2.1 specification
132 and OpenGL Shading Language.
133 </p>
137 Ongoing: Mesa is used as the core of many hardware OpenGL drivers for
138 the XFree86 and X.org X servers within the
139 <A href="http://dri.freedesktop.org/" target="_parent">DRI project</A>.
140 I continue to enhance Mesa with new extensions and features.
141 </p>
145 <H1>Major Versions</H1>
148 This is a summary of the major versions of Mesa.
149 Mesa's major version number has been incremented whenever a new version
150 of the OpenGL specification is implemented.
151 </p>
154 <H2>Version 7.x features</H2>
156 Version 7.x of Mesa implements the OpenGL 2.1 API. The main feature
157 of OpenGL 2.x is the OpenGL Shading Language.
158 </p>
161 <H2>Version 6.x features</H2>
163 Version 6.x of Mesa implements the OpenGL 1.5 API with the following
164 extensions incorporated as standard features:
165 </p>
166 <ul>
167 <li>GL_ARB_occlusion_query
168 <li>GL_ARB_vertex_buffer_object
169 <li>GL_EXT_shadow_funcs
170 </ul>
172 Also note that several OpenGL tokens were renamed in OpenGL 1.5
173 for the sake of consistency.
174 The old tokens are still available.
175 </p>
176 <pre>
177 New Token Old Token
178 ------------------------------------------------------------
179 GL_FOG_COORD_SRC GL_FOG_COORDINATE_SOURCE
180 GL_FOG_COORD GL_FOG_COORDINATE
181 GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE
182 GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORDINATE_ARRAY_TYPE
183 GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_STRIDE
184 GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_POINTER
185 GL_FOG_COORD_ARRAY GL_FOG_COORDINATE_ARRAY
186 GL_SRC0_RGB GL_SOURCE0_RGB
187 GL_SRC1_RGB GL_SOURCE1_RGB
188 GL_SRC2_RGB GL_SOURCE2_RGB
189 GL_SRC0_ALPHA GL_SOURCE0_ALPHA
190 GL_SRC1_ALPHA GL_SOURCE1_ALPHA
191 GL_SRC2_ALPHA GL_SOURCE2_ALPHA
192 </pre>
194 See the
195 <a href="http://www.opengl.org/documentation/spec.html" target="_parent">
196 OpenGL specification</a> for more details.
197 </p>
201 <H2>Version 5.x features</H2>
203 Version 5.x of Mesa implements the OpenGL 1.4 API with the following
204 extensions incorporated as standard features:
205 </p>
206 <ul>
207 <li>GL_ARB_depth_texture
208 <li>GL_ARB_shadow
209 <li>GL_ARB_texture_env_crossbar
210 <li>GL_ARB_texture_mirror_repeat
211 <li>GL_ARB_window_pos
212 <li>GL_EXT_blend_color
213 <li>GL_EXT_blend_func_separate
214 <li>GL_EXT_blend_logic_op
215 <li>GL_EXT_blend_minmax
216 <li>GL_EXT_blend_subtract
217 <li>GL_EXT_fog_coord
218 <li>GL_EXT_multi_draw_arrays
219 <li>GL_EXT_point_parameters
220 <li>GL_EXT_secondary_color
221 <li>GL_EXT_stencil_wrap
222 <li>GL_EXT_texture_lod_bias (plus, a per-texture LOD bias parameter)
223 <li>GL_SGIS_generate_mipmap
224 </ul>
227 <H2>Version 4.x features</H2>
230 Version 4.x of Mesa implements the OpenGL 1.3 API with the following
231 extensions incorporated as standard features:
232 </p>
234 <ul>
235 <li>GL_ARB_multisample
236 <li>GL_ARB_multitexture
237 <li>GL_ARB_texture_border_clamp
238 <li>GL_ARB_texture_compression
239 <li>GL_ARB_texture_cube_map
240 <li>GL_ARB_texture_env_add
241 <li>GL_ARB_texture_env_combine
242 <li>GL_ARB_texture_env_dot3
243 <li>GL_ARB_transpose_matrix
244 </ul>
246 <H2>Version 3.x features</H2>
249 Version 3.x of Mesa implements the OpenGL 1.2 API with the following
250 features:
251 </p>
252 <ul>
253 <li>BGR, BGRA and packed pixel formats
254 <li>New texture border clamp mode
255 <li>glDrawRangeElements()
256 <li>standard 3-D texturing
257 <li>advanced MIPMAP control
258 <li>separate specular color interpolation
259 </ul>
262 <H2>Version 2.x features</H2>
264 Version 2.x of Mesa implements the OpenGL 1.1 API with the following
265 features.
266 </p>
267 <ul>
268 <li>Texture mapping:
269 <ul>
270 <li>glAreTexturesResident
271 <li>glBindTexture
272 <li>glCopyTexImage1D
273 <li>glCopyTexImage2D
274 <li>glCopyTexSubImage1D
275 <li>glCopyTexSubImage2D
276 <li>glDeleteTextures
277 <li>glGenTextures
278 <li>glIsTexture
279 <li>glPrioritizeTextures
280 <li>glTexSubImage1D
281 <li>glTexSubImage2D
282 </ul>
283 <li>Vertex Arrays:
284 <ul>
285 <li>glArrayElement
286 <li>glColorPointer
287 <li>glDrawElements
288 <li>glEdgeFlagPointer
289 <li>glIndexPointer
290 <li>glInterleavedArrays
291 <li>glNormalPointer
292 <li>glTexCoordPointer
293 <li>glVertexPointer
294 </ul>
295 <li>Client state management:
296 <ul>
297 <li>glDisableClientState
298 <li>glEnableClientState
299 <li>glPopClientAttrib
300 <li>glPushClientAttrib
301 </ul>
302 <li>Misc:
303 <ul>
304 <li>glGetPointer
305 <li>glIndexub
306 <li>glIndexubv
307 <li>glPolygonOffset
308 </ul>
309 </ul>
312 </body>
313 </html>