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authorBrian Paul <brian.paul@tungstengraphics.com>2006-08-21 14:26:06 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2006-08-21 14:26:06 +0000
commitd5299bf9a1a6dd1082b34aa4211a234483830425 (patch)
tree17cf78db5f414d2ff2f7746351b1b778de2f6ab2 /docs/faq.html
parent1d67cad9af17d1a56c9370dc221eba7eeb74b1cb (diff)
various updates
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diff --git a/docs/faq.html b/docs/faq.html
index 9aee4ee00d..89496c8404 100644
--- a/docs/faq.html
+++ b/docs/faq.html
@@ -9,7 +9,7 @@
<center>
<h1>Mesa Frequently Asked Questions</h1>
-Last updated: 8 June 2006
+Last updated: 21 August 2006
</center>
<br>
@@ -46,7 +46,7 @@ Mesa 6.x supports the OpenGL 1.5 specification.
<h2>1.2 Does Mesa support/use graphics hardware?</h2>
<p>
Yes. Specifically, Mesa serves as the OpenGL core for the open-source DRI
-drivers for XFree86/X.org. See the <a href="http://dri.sf.net/">DRI
+drivers for XFree86/X.org. See the <a href="http://dri.freedesktop.org/">DRI
website</a> for more information.
</p>
<p>
@@ -290,9 +290,8 @@ hardware it has detected.
<p>
Make sure the ratio of the far to near clipping planes isn't too great.
Look
-<a href="http://www.sgi.com/software/opengl/advanced97/notes/node18.html"
-target="_parent">
-here</a> for details.
+<a href="http://www.opengl.org/resources/faq/technical/depthbuffer.htm#0040"
+target="_parent"> here</a> for details.
</p>
<p>
Mesa uses a 16-bit depth buffer by default which is smaller and faster
@@ -341,13 +340,14 @@ will fix the problem.
<a name="part4">
</a><h1><a name="part4">4. Developer Questions</a></h1>
-<h2><a name="part4">4.1 How can I contribute?</a></h2>
+<h2>4.1 How can I contribute?</a></h2>
<p>
-<a name="part4">First, join the Mesa3d-dev mailing list. That's where Mesa development
-is discussed.
+First, join the <a href="http://www.mesa3d.org/lists.html>Mesa3d-dev
+mailing list</a>.
+That's where Mesa development is discussed.
</a></p>
<p>
-<a name="part4">The </a><a href="http://www.opengl.org/developers/documentation/specs.html" target="_parent">
+The </a><a href="http://www.opengl.org/documentation" target="_parent">
OpenGL Specification</a> is the bible for OpenGL implemention work.
You should read it.
</p>