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| author | bunnei <bunneidev@gmail.com> | 2017-08-21 13:24:12 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2017-08-21 13:24:12 -0400 |
| commit | f84c965decc31a346a901e6536474a24997f2b08 (patch) | |
| tree | a727e1dad4dced81065f231f971e2d4c2ceaf656 /src/video_core/swrasterizer/clipper.cpp | |
| parent | 92a4b2faf81f5e4e8ebe2a28da28d7e3e8c4278d (diff) | |
| parent | 63b6e802cdffc1464b4a1fe3f5171d71146e8e9a (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.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) { |
