Re: D3D Vertex Blending :: why has it not been implemented?

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On Windows drivers are likely emulating vertex blending as well and they might be doing that using shaders.

Further on windows there is no such thing as a fixed function replacement I think. Roughly what the fixed function pipeline would emulate 'classic GPU functionality' using shaders. The reason we would this is because some of the features old d3d versions aren't supported by opengl, so emulation shaders is better and can even be faster.






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