GLdc: an OpenGL implementation for the SEGA Dreamcast
Go to file
Luke Benstead 7ac318e002 Merge branch '40-fix-mipmap-offsets' into 'master'
Resolve "Fix mipmap offsets"

Closes #40

See merge request simulant/GLdc!48
2019-09-26 08:19:23 +00:00
containers
GL Implement mipmap generation for paletted textures 2019-09-26 09:17:07 +01:00
include
samples Implement mipmap generation for paletted textures 2019-09-26 09:17:07 +01:00
.gitattributes
.gitignore
.gitlab-ci.yml
LICENSE
Makefile
README.md

GLdc

Development of GLdc has moved to Gitlab

This is a partial implementation of OpenGL 1.2 for the SEGA Dreamcast for use with the KallistiOS SDK.

It began as a fork of libGL by Josh Pearson but has undergone a large refactor which is essentially a rewrite.

The aim is to implement as much of OpenGL 1.2 as possible, and to add additional features via extensions.

Things left to (re)implement:

  • Spotlights (Trivial)
  • Framebuffer extension (Trivial)
  • Texture Matrix (Trivial)

Things I'd like to do:

  • Use a clean "gl.h"
  • Define an extension for modifier volumes
  • Add support for point sprites
  • Optimise, add unit tests for correctness

Special Thanks!

  • Massive shout out to Hayden Kowalchuk for diagnosing and fixing a large number of bugs while porting GL Quake to the Dreamcast. Absolute hero!