diff --git a/GPU/GLES/StateMapping.cpp b/GPU/GLES/StateMapping.cpp index 176b3fff05..833c14dce2 100644 --- a/GPU/GLES/StateMapping.cpp +++ b/GPU/GLES/StateMapping.cpp @@ -171,9 +171,6 @@ void TransformDrawEngine::ApplyDrawState(int prim) { gstate_c.textureChanged = TEXCHANGE_UNCHANGED; } - // TODO: The top bit of the alpha channel should be written to the stencil bit somehow. This appears to require very expensive multipass rendering :( Alternatively, one could do a - // single fullscreen pass that converts alpha to stencil (or 2 passes, to set both the 0 and 1 values) very easily. - // Set blend bool wantBlend = !gstate.isModeClear() && gstate.isAlphaBlendEnabled(); if (wantBlend && ShouldUseShaderBlending()) {