GLdc: an OpenGL implementation for the SEGA Dreamcast
Go to file
2020-02-19 10:45:31 +00:00
containers Add some assertions to aligned_vector 2019-03-28 13:08:23 +00:00
GL Restore support for glColormaterial 2020-02-19 10:45:31 +00:00
include glNormalPointer should accept GL_INT_2_10_10_10_REV, not GL_UNSIGNED_INT_2_... 2019-11-27 09:10:10 +00:00
samples Improve lighting performance 2020-02-16 20:36:49 +00:00
.gitattributes Ignore the noise... Just testing something. 2014-08-30 13:33:02 -04:00
.gitignore Generate version.h and print version on boot. Fixes #46 2019-09-22 21:48:43 +01:00
.gitlab-ci.yml Add GitLab CI file 2019-02-27 19:33:25 +00:00
LICENSE Create LICENSE 2018-05-20 19:51:36 +01:00
Makefile Update Makefile 2020-01-01 14:31:55 +00:00
README.md Update README 2019-03-10 20:04:04 +00:00

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!