diff --git a/code/nel/src/3d/driver/OpenGL3/driver_opengl.cpp b/code/nel/src/3d/driver/OpenGL3/driver_opengl.cpp index 01ae32762..580ffaa83 100644 --- a/code/nel/src/3d/driver/OpenGL3/driver_opengl.cpp +++ b/code/nel/src/3d/driver/OpenGL3/driver_opengl.cpp @@ -729,32 +729,6 @@ bool CDriverGL3::swapBuffers() //resetTextureShaders(); activeVertexProgram(NULL); - /* Yoyo: must do this (GeForce bug ??) else weird results if end render with a VBHard. - Setup a std vertex buffer to ensure NVidia synchronisation. - */ - if( false ) - { - static CVertexBuffer dummyVB; - static bool dummyVBinit= false; - if(!dummyVBinit) - { - dummyVBinit= true; - // setup a full feature VB (maybe not useful ... :( ). - dummyVB.setVertexFormat(CVertexBuffer::PositionFlag|CVertexBuffer::NormalFlag| - CVertexBuffer::PrimaryColorFlag|CVertexBuffer::SecondaryColorFlag| - CVertexBuffer::TexCoord0Flag|CVertexBuffer::TexCoord1Flag| - CVertexBuffer::TexCoord2Flag|CVertexBuffer::TexCoord3Flag - ); - // some vertices. - dummyVB.setNumVertices(10); - } - // activate each frame to close VBHard rendering. - // NVidia: This also force a SetFence on if last VB was a VBHard, "closing" it before swap. - // - activeVertexBuffer(dummyVB); - nlassert(_CurrentVertexBufferHard==NULL); - } - #ifdef NL_OS_WINDOWS if (_EventEmitter.getNumEmitters() > 1) // is direct input running ? {