swrasterizer/clipper: remove tested TODO

hwtested. Current implementation is the correct behavior
master
wwylele 2017-08-17 10:57:31 +07:00
parent 5a4af616c6
commit 72b26ac32f
1 changed files with 0 additions and 4 deletions

@ -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 {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. // Simple implementation of the Sutherland-Hodgman clipping algorithm.
// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here) // TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
for (auto edge : clipping_edges) { for (auto edge : clipping_edges) {