diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index c6a2af527ec..a20f2e0f0e0 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -494,18 +494,6 @@ static void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ..."); } - /* Note the D3DRS value applies to all textures, but GL has one - * per texture, so apply it now ready to be used! - */ - D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col); - /* Set the default alpha blend color */ - if (GL_SUPPORT(ARB_IMAGING)) { - GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3])); - checkGLcall("glBlendColor"); - } else { - WARN("Unsupported in local OpenGL implementation: glBlendColor\n"); - } - D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]); checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);"); @@ -3756,13 +3744,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D GL_TEXTURE_ENV_COLOR applies to active only */ float col[4]; D3DCOLORTOGLFLOAT4(Value, col); - /* Set the default alpha blend color */ - if (GL_SUPPORT(ARB_IMAGING)) { - GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3])); - checkGLcall("glBlendColor"); - } else { - WARN("Unsupported in local OpenGL implementation: glBlendColor\n"); - } if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) { /* And now the default texture color as well */