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+This is a fork of GLdc optimised for the Dreamcast port of ClassiCube, and unfortunately is essentially useless for any other project
+
+---
+
+# 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!