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Thread: OpenGl on the Dreamcast

                  
   
  1. #1

    Default OpenGl on the Dreamcast

    This might have been asked before.. I took a quick look through the forums by searching for the topic and I didnt see anything recent on this subject. I went back a couple of pages in the search and didnt see anything relivant, so I'm just going to ask it flat out.

    is OpenGL supported and to what level? Is it supported via kallistios? Are there any diferences with the dreamcast implementation?


    -JV

  2. #2
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    yea some of opengl is supported. I dont know to what level. Search the internet for KGL.

  3. #3
    The Long Claw of the Law BlueCrab's Avatar
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    KGL supports most of the basic 3D operations. Basically, the best way to see what it supports is by looking at the examples. I know there are at least a few NeHe examples in the examples tree that are worth looking at.
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    DCEmu Rookie kohan69's Avatar
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    Does it support opengl in DELPHI O.O ?

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    The Long Claw of the Law BlueCrab's Avatar
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    No, you can't use delphi on the DC. There's no compiler for it, so obviously it won't work. You have C/C++/Assembly available to you through standard toolchains.
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    the libgl is a bit limited
    and i don't get same result (computer to console)
    that concern floating point

    also with glFrustum no matter how deep is the depth field
    it doesn't seem to make any difference.

    does someone know where to find a binary( libgl.a ) of the dcquake project?
    thanx

  7. #7
    Sir Digby Chicken Caesar Darksaviour69's Avatar
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    well dcquake is make with the offical sdk and was leaked. the best homebrew port of quake is Makaqu. Both Downloads include the source

    http://dreamcast.dcemu.co.uk/cgi-bin...0,0,0,0,61,434

    http://quakedev.dcemulation.com/fragger/

  8. #8

    Default

    Quote Originally Posted by Darksaviour69 View Post
    well dcquake is make with the offical sdk and was leaked.
    DCQuake is Bero's OpenGL port. You mean QuakeDC.


    Interesting is that noone was able to compile the DCQuake source code yet. If that would be done, it could be implemented into nxMakaqu so it would be the number one game engine to create homebrew games with graphics comparable to commercial Dreamcast games o_O

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    i check the Makaqu1.2.zip i didn't found anthing concerning libgl
    i have a src of it but compilation fail
    some headers seem missing <dcutils/*>

    anyway i'll see what i can do for that

  10. #10
    Sir Digby Chicken Caesar Darksaviour69's Avatar
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    Christuserloeser, your right, i got mixed up. The thing is with bero's projects, no-one has been able to compile them, he used a weird setup.... shame

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