GLdc: an OpenGL implementation for the SEGA Dreamcast
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Luke Benstead ae335eeff1 Large refactor of vertex submission
This should be much faster as matrix loading is now minimized. Also splits transform from perspective divisionn
to lay the groundwork for near-z clipping. This also fixes GL_POLYGON submission.

Lighting can be made faster, this doesn't change the lighting algorithm, but the matrix changes should speed things up.
2018-07-09 08:57:01 +01:00
containers Large refactor of vertex submission 2018-07-09 08:57:01 +01:00
GL Large refactor of vertex submission 2018-07-09 08:57:01 +01:00
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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