diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 416e82815c..7754e5028e 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -6724,13 +6724,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, * SetViewport may catch NOP viewport changes, which would occur when switching between equally sized targets */ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT); - - /* Activate the new render target for now. This shouldn't stay here, but is needed until all methods using gl activate the - * ctx properly. - * Use resourceload usage, this will just set the drawables and context but not apply any states. The stateblock may be - * incomplete or incorrect when SetRenderTarget is called. DrawPrim() will apply the states when it is called. - */ - ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD); } return WINED3D_OK; }