GLdc: an OpenGL implementation for the SEGA Dreamcast
| containers | ||
| GL | ||
| include | ||
| kos | ||
| .gitattributes | ||
| .gitignore | ||
| gl-api.c | ||
| gl-api.h | ||
| gl-cap.c | ||
| gl-clip-arrays.c | ||
| gl-clip.c | ||
| gl-clip.h | ||
| gl-error.c | ||
| gl-fog.c | ||
| gl-framebuffer.c | ||
| gl-light.c | ||
| gl-light.h | ||
| gl-pvr.c | ||
| gl-pvr.h | ||
| gl-rgb.c | ||
| gl-rgb.h | ||
| gl-sh4-light.S | ||
| gl-sh4.h | ||
| glu-texture.c | ||
| Makefile | ||
| README.md | ||
GLdc
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:
- Fog
- Near-Z clipping
- Spotlights and point lights
- Framebuffer extension
Things I'd like to do:
- Use a clean "gl.h"
- Define an extension for modifier volumes
- Support
GL_ALPHA_TESTusing punch-thru polys - Add support for point sprites
- Optimise, add unit tests for correctness