On 25/02/2008, Stefan Dösinger stefan@codeweavers.com wrote:
Implementing Vertex Blending via vertex shaders means writing a replacement shader for the fixed function vertex pipeline. Henri has started such a thing, but never completed it due to the lack of time and need(as far as I can see "tons of games" means one game and 4 directx sdk samples). Writing the replacement shader shouldn't be that much of a problem. The algorithms are well known and can be read in MSDN, the opengl books or pretty much any book on 3D rendering math. The bigger problem is integrating this work into wined3d in a proper way. I don't know if that is doable for a soc student, my last estimation on that topic wasn't that good. Henri, what do you think?
I'm not sure, I guess it depends on what level of "finished" you're aiming for. Getting something basic running shouldn't be too hard, but a full replacement (including fragment processing) would probably be too much work. Of course I'd rather write it myself :-) but I guess that's not going to happen.