GLdc: an OpenGL implementation for the SEGA Dreamcast
containers | ||
GL | ||
include | ||
kos | ||
.gitattributes | ||
.gitignore | ||
gl-api.c | ||
gl-api.h | ||
gl-clip-arrays.c | ||
gl-clip.c | ||
gl-clip.h | ||
gl-error.c | ||
gl-fog.c | ||
gl-framebuffer.c | ||
gl-light.c | ||
gl-light.h | ||
gl-pvr.c | ||
gl-pvr.h | ||
gl-rgb.c | ||
gl-rgb.h | ||
gl-sh4-light.S | ||
gl-sh4.h | ||
glu-texture.c | ||
Makefile | ||
README.md |
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:
- Fog (Trivial)
- 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