forked from ShuriZma/suyu
swrasterizer/clipper: remove tested TODO
hwtested. Current implementation is the correct behavior
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@ -125,10 +125,6 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
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{Math::MakeVec(f0, f0, f0, -f1), Math::Vec4<float24>(f0, f0, f0, EPSILON)}, // w = EPSILON
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{Math::MakeVec(f0, f0, f0, -f1), Math::Vec4<float24>(f0, f0, f0, EPSILON)}, // w = EPSILON
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}};
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}};
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// TODO: If one vertex lies outside one of the depth clipping planes, some platforms (e.g. Wii)
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// drop the whole primitive instead of clipping the primitive properly. We should test if
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// this happens on the 3DS, too.
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// Simple implementation of the Sutherland-Hodgman clipping algorithm.
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// Simple implementation of the Sutherland-Hodgman clipping algorithm.
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// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
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// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
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for (auto edge : clipping_edges) {
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for (auto edge : clipping_edges) {
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