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authorbunnei <bunneidev@gmail.com>2017-08-21 13:24:12 -0400
committerGitHub <noreply@github.com>2017-08-21 13:24:12 -0400
commitf84c965decc31a346a901e6536474a24997f2b08 (patch)
treea727e1dad4dced81065f231f971e2d4c2ceaf656 /src/video_core/swrasterizer/clipper.cpp
parent92a4b2faf81f5e4e8ebe2a28da28d7e3e8c4278d (diff)
parent63b6e802cdffc1464b4a1fe3f5171d71146e8e9a (diff)
Merge pull request #2884 from wwylele/clip
gl_rasterizer: add clipping plane z<=0 defined in PICA
Diffstat (limited to 'src/video_core/swrasterizer/clipper.cpp')
-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) {