http://bugs.winehq.org/show_bug.cgi?id=6955
--- Comment #31 from Henri Verbeet hverbeet@gmail.com 2009-12-15 08:19:27 --- (In reply to comment #29)
this might just be my ignorance, but aren't those "processes" being followed in the software rendering? I mean all one should need is a good understanding of OpenGL I should think.
Well, no. The patch attached to this bug only blends the vertices before passing them to the hardware, it doesn't touch things like lighting or texcoord generation. Implementing it in hardware means generating shaders to replace fixed function vertex processing based on the various D3D device states, like e.g. enabled lights, material settings, etc., and then adding vertex blending support to that. The last part of adding vertex blending to those shaders is about the same amount of work as the software implementation, but the first part of building the infrastructure is a lot of work (although Stefan's patchset already implements most of that).