diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 9880df14b1d..7bcf1021251 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -8111,19 +8111,7 @@ static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] = }; /* TODO: - * - This currently depends on GL fixed function functions to set things - * like light parameters. Ideally we'd use regular uniforms for that. - * - In part because of the previous point, much of this is modelled after - * GL fixed function, and has much of the same limitations. For example, - * D3D spot lights are slightly different from GL spot lights. - * - We can now implement drawing transformed vertices using the GLSL pipe, - * instead of using the immediate mode fallback. - * - Similarly, we don't need the fallback for certain combinations of - * material sources anymore. - * - Implement vertex tweening. - * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating - * attribute arrays in load_tex_coords(). - * - Per-vertex point sizes. */ + * - Implement vertex tweening. */ const struct wined3d_vertex_pipe_ops glsl_vertex_pipe = { glsl_vertex_pipe_vp_enable,