This is an unofficial port of SkinDeep to Linux

Should still support Windows, should also work on the BSDs etc, but will *not* on macOS.
macOS support would require bigger changes, as macOS doesn't support the required version of OpenGL
(3.3 with a Compatibility profile - macOS only supports OpenGL Core profiles - and
 the GL_ARB_shading_language_420pack extension).

Currently (2025-05-25) the code is based on Update02: https://store.steampowered.com/news/app/301280/view/529849950216913545
but has additional changes to make it build and work on Linux and to work around some Mesa OpenGL
driver bugs (and I replaced libjpeg with stb_image.h).

You can find the original source code as released by Blendo Games in the "upstream" branch.

This code should work with both the SkinDeep demo that used to be available on Steam
and the full version that you can buy for little money at

https://store.steampowered.com/app/301280/Skin_Deep/

Building SkinDeep on Linux should work as expected with CMake.

If you want to use this with gamedata from the Demo, make sure to enable `SDDEMO` in CMake.

# Building this source code

See https://github.com/dhewm/dhewm3/?tab=readme-ov-file#compiling for compiling instructions.
Note that due to this being based on an older version of dhewm3, you'll need additional dependencies:
zlib, libogg, libvorbis, libvorbisfile (sometimes part of libvorbis)
Just like with current dhewm3, you need:
libSDL2, libopenal (OpenAL-Soft), cmake, make or ninja, GCC/G++ or clang/clang++
(you won't need libcurl though)

Furthermore, Blendo Games added a Visual Studio solution for building and includes the necessary
dependencies for Windows in this repo, see neo/solution/
As this unofficial port focuses on Linux, I don't maintain or test the Visual Studio solution.
I want this to still compile on Windows, but by using CMake, just like on all other platforms.
(Note that CMake can generate Visual Studio solutions)

