diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index c0e0c0e3ef8..264d16df140 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -4352,14 +4352,6 @@ static void load_vertex_data(const struct wined3d_context *context, } /* Diffuse Colour --------------------------------------------*/ - /* WARNING: Data here MUST be in RGBA format, so cannot */ - /* go directly into fast mode from app pgm, because */ - /* directx requires data in BGRA format. */ - /* currently fixupVertices swizzles the format, but this isn't*/ - /* very practical when using VBOs */ - /* NOTE: Unless we write a vertex shader to swizzle the colour*/ - /* , or the user doesn't care and wants the speed advantage */ - if (si->use_map & (1 << WINED3D_FFP_DIFFUSE)) { e = &si->elements[WINED3D_FFP_DIFFUSE];