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authorwwylele <wwylele@gmail.com>2017-08-17 09:57:31 +0200
committerwwylele <wwylele@gmail.com>2017-08-21 07:03:07 +0200
commit72b26ac32f74457d017e4eb96d83e2a66e713a5a (patch)
tree986e7a91c301c971d400fb7975c895d9a9c41bb4 /src/video_core/swrasterizer
parentgl_shader_gen: simplify and clarify the depth transformation between vertex shader and fragment shader (diff)
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Diffstat (limited to 'src/video_core/swrasterizer')
-rw-r--r--src/video_core/swrasterizer/clipper.cpp4
1 files changed, 0 insertions, 4 deletions
diff --git a/src/video_core/swrasterizer/clipper.cpp b/src/video_core/swrasterizer/clipper.cpp
index 7537689b7..cdbc71502 100644
--- a/src/video_core/swrasterizer/clipper.cpp
+++ b/src/video_core/swrasterizer/clipper.cpp
@@ -125,10 +125,6 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
{Math::MakeVec(f0, f0, f0, -f1), Math::Vec4<float24>(f0, f0, f0, EPSILON)}, // w = EPSILON
}};
- // TODO: If one vertex lies outside one of the depth clipping planes, some platforms (e.g. Wii)
- // drop the whole primitive instead of clipping the primitive properly. We should test if
- // this happens on the 3DS, too.
-
// Simple implementation of the Sutherland-Hodgman clipping algorithm.
// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
for (auto edge : clipping_edges) {