GLdc: an OpenGL implementation for the SEGA Dreamcast
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Merge pull request #7 from Kazade/experimental
Complete rewrite of libGL, now called GLdc
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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