http://bugs.winehq.org/show_bug.cgi?id=6955
--- Comment #29 from René Kjellerup rk.katana.steel@gmail.com 2009-12-15 08:00:15 --- (In reply to comment #28)
In principle not terribly hard, but it's a large amount of work. You'd need to be pretty familiar with how fixed function vertex processing works in D3D, and there's a relatively large risk of introducing regressions.
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. But I guess it's still a bit cumbersome work... scheduling the tasks and that.
(on a side; if can be done in OpenGL, with the same end result, why the need to know how it's done in D3D other that how it's invoked?)