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author | wwylele <wwylele@gmail.com> | 2017-08-17 09:57:31 +0200 |
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committer | wwylele <wwylele@gmail.com> | 2017-08-21 07:03:07 +0200 |
commit | 72b26ac32f74457d017e4eb96d83e2a66e713a5a (patch) | |
tree | 986e7a91c301c971d400fb7975c895d9a9c41bb4 /src/video_core | |
parent | gl_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')
-rw-r--r-- | src/video_core/swrasterizer/clipper.cpp | 4 |
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) { |