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https://gitlab.com/simulant/GLdc

GLdc: an OpenGL implementation for the SEGA Dreamcast
https://gitlab.com/simulant/GLdc

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GLdc: an OpenGL implementation for the SEGA Dreamcast

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# GLdc

**Development of GLdc has moved to [Gitlab](https://gitlab.com/simulant/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:

- 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

# Compiling

GLdc uses CMake for its build system, it currently ships with two "backends":

- kospvr - This is the hardware-accelerated Dreamcast backend
- software - This is a stub software rasterizer used for testing testing and debugging

To compile a Dreamcast debug build, you'll want to do something like the following:

```
mkdir dcbuild
cd dcbuild
cmake -DCMAKE_TOOLCHAIN_FILE=../toolchains/Dreamcast.cmake -G "Unix Makefiles" ..
make
```

For a release build, replace the cmake line with with the following:
```
cmake -DCMAKE_TOOLCHAIN_FILE=../toolchains/Dreamcast.cmake -G "Unix Makefiles" -DCMAKE_BUILD_TYPE=Release ..
```

You will need KallistiOS compiled and configured (e.g. the KOS_BASE environment
variable must be set)

To compile for PC:

```
mkdir pcbuild
cd pcbuild
cmake -G "Unix Makefiles" ..
make
```

# 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!