GLdc: an OpenGL implementation for the SEGA Dreamcast
Go to file
2021-02-20 15:10:35 +00:00
containers Remove reference to private.h 2020-03-18 20:33:04 +00:00
GL Implement GL_ATI_meminfo 2021-02-20 15:10:35 +00:00
include Implement GL_ATI_meminfo 2021-02-20 15:10:35 +00:00
samples Added new nehe lessons 2020-10-03 00:27:11 -07:00
.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 Add a custom extension to query and defragment texture memory 2021-02-19 21:28:31 +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!