diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index cdccb47d48f..05c49a5be86 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -267,21 +267,6 @@ static void state_zfunc(struct wined3d_context *context, const struct wined3d_st if (!depth_func) return; - if (depth_func == GL_EQUAL || depth_func == GL_NOTEQUAL) - { - static BOOL once; - /* There are a few issues with this: First, our inability to - * select a proper Z depth, most of the time we're stuck with - * D24S8, even if the app selects D32 or D16. There seem to be - * some other precision problems which have to be debugged to - * make NOTEQUAL and EQUAL work properly. */ - if (!once) - { - once = TRUE; - FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet.\n"); - } - } - gl_info->gl_ops.gl.p_glDepthFunc(depth_func); checkGLcall("glDepthFunc"); }