GLdc: an OpenGL implementation for the SEGA Dreamcast
Go to file
Hayden Kowalchuk c842b6de48 chore: matrix.c unused notation, memcpy changes
- moved to memcpy4
- removed unused arrays
- moved to proper glDepthRangef signature
- rewrote gluLookAt for current and future gcc
2020-03-05 14:53:48 -05:00
containers chore: change containers 2020-03-05 14:44:09 -05:00
GL chore: matrix.c unused notation, memcpy changes 2020-03-05 14:53:48 -05:00
include Remove divisions 2020-02-29 09:48:51 +00:00
samples Improve lighting performance 2020-02-16 20:36:49 +00:00
.gitattributes
.gitignore Generate version.h and print version on boot. Fixes #46 2019-09-22 21:48:43 +01:00
.gitlab-ci.yml
LICENSE
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!