GLdc: an OpenGL implementation for the SEGA Dreamcast
Go to file
2018-07-15 19:48:56 +01:00
containers Handle multiple triangle strips with single-vertices behind the plane 2018-07-10 20:27:15 +01:00
GL Fix bug when clipping triangle strips 2018-07-15 19:48:56 +01:00
include Add gluOrtho2D, ortho2d example and fix glOrtho 2018-05-29 19:39:27 +01:00
samples Fix bug when clipping triangle strips 2018-07-15 19:48:56 +01:00
.gitattributes Ignore the noise... Just testing something. 2014-08-30 13:33:02 -04:00
.gitignore Update gitignore 2018-06-26 08:32:52 +01:00
LICENSE Create LICENSE 2018-05-20 19:51:36 +01:00
Makefile Add a near-z line clipping function in preparation for implementing near-z clipping 2018-05-31 09:38:34 +01:00
README.md Update README.md 2018-05-20 16:25:37 +01:00

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:

  • Near-Z clipping (Tricky)
  • Spotlights (Trivial)
  • Framebuffer extension (Trivial)
  • Multitexturing (Trivial)
  • Texture Matrix (Trivial)
  • Mipmapping (Trivial)

Things I'd like to do:

  • Use a clean "gl.h"
  • Define an extension for modifier volumes
  • Support GL_ALPHA_TEST using punch-thru polys
  • Add support for point sprites
  • Optimise, add unit tests for correctness