Basic info about the glFBDev interface/driver.
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<li><a href="sourcedocs.html" target="MainFrame">Source Documentation</a>
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<li><a href="subset.html" target="MainFrame">Subset Information</a>
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<li><a href="fbdev-dri.html" target="MainFrame">fbdev/DRI Environment</a>
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<li><a href="glfbdev-driver.html" target="MainFrame">glFBDev Driver</a>
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<LI><A HREF="custom.html" target="MainFrame">Custom Development</A>
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</ul>
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<HTML>
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<TITLE>Mesa glFBDev Driver</TITLE>
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<BODY text="#000000" bgcolor="#55bbff" link="#111188">
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<center><H1>Mesa glFBDev Driver</H1></center>
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<H1>1. Introduction</H1>
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<p>
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The GLFBDev driver interface allows one to do OpenGL rendering into a
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framebuffer managed with the Linux's fbdev interface.
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</p>
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<p>
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Basically, the programmer uses the fbdev functions to initialize the
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graphics hardware and setup the framebuffer.
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Then, using a calls to Mesa's glFBDev API functions, one can render
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into the framebuffer with the OpenGL API functions.
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</p>
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<p>
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Note, only software rendering is supported; there is no hardware
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acceleration.
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</p>
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<p>
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The GL/glfbdev.h header file defines the glFBDev interface.
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</p>
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<p>
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The progs/fbdev/glfbdevtest.c demonstrates how to use the glFBDev interface.
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</p>
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<p>
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For more information about fbdev, see the
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<a href="http://www.tldp.org/HOWTO/Framebuffer-HOWTO.html" target="_parent">
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Framebuffer Howto</a>
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</p>
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<h1>2. Compilation</h1>
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<p>
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To compile Mesa with support for the glFBDev interface:
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<pre>
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XXX todo
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</pre>
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<p>
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When compilation is finished look in progs/glfbdev/ for the glfbdevtest demo.
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</p>
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</p>
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xxx todo
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</p>
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<h1>3. Compiling and linking glFBDev programs</h1>
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<p>
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xxx todo
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</p>
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<h1>4. Running glFBDev programs</h1>
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<p>
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First, you need to have a working fbdev environment.
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See the
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<a href="http://www.tldp.org/HOWTO/Framebuffer-HOWTO.html" target="_parent">
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Framebuffer Howto</a> for information.
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</p>
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<p>
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Programs must be run with root permission.
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</p>
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</p>
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</body>
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</html>
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