GLdc: an OpenGL implementation for the SEGA Dreamcast
Go to file
2019-03-09 14:32:50 +00:00
containers Don't reserve more space than we need 2019-03-06 08:31:06 +00:00
GL Allocate palette slots on a FIFO basis 2019-03-09 14:32:50 +00:00
include Support twiddled and non-twiddled paletted textures 2019-03-03 18:49:33 +00:00
samples Fix drawing polygons. Fixes #35 2019-03-07 21:41:25 +00:00
.gitattributes
.gitignore Update gitignore 2018-06-26 08:32:52 +01:00
.gitlab-ci.yml Add GitLab CI file 2019-02-27 19:33:25 +00:00
LICENSE
Makefile Add a basic profiler and optimise some code 2018-08-16 17:51:15 +01:00
README.md Update README 2018-10-21 10:11:45 +01:00

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
  • Support GL_ALPHA_TEST using punch-thru polys
  • Add support for point sprites
  • Optimise, add unit tests for correctness