GLdc: an OpenGL implementation for the SEGA Dreamcast
Go to file
2018-05-20 16:25:37 +01:00
containers Replace the entire matrix stack handling to work towards fixing lighting 2018-05-16 21:00:41 +01:00
GL Drop all of the old libGL files 2018-05-20 16:16:53 +01:00
include Drop all of the old libGL files 2018-05-20 16:16:53 +01:00
kos Remove +x permissions bits... 2016-01-03 22:24:52 -05:00
.gitattributes Ignore the noise... Just testing something. 2014-08-30 13:33:02 -04:00
.gitignore
Makefile Drop all of the old libGL files 2018-05-20 16:16:53 +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