[Mesa-dev] [PATCH 06/11] docs: use id instead of <a name>

Andreas Boll andreas.boll.dev at gmail.com
Sun Jun 10 03:57:38 PDT 2012


---
 docs/dispatch.html   |    9 ++----
 docs/faq.html        |   68 +++++++++++++++++++++++--------------------------
 docs/install.html    |   21 +++++----------
 docs/repository.html |    9 ++----
 docs/shading.html    |   29 ++++++--------------
 5 files changed, 54 insertions(+), 82 deletions(-)

diff --git a/docs/dispatch.html b/docs/dispatch.html
index 4f48e94..1d3283a 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 333ba8d..bd7eb47 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 52fa3bc..5316497 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 094b30d..65b1dc2 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 ebb3927..175e024 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
-- 
1.7.1



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