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	swrasterizer: remove invalid TODO
This function is called in clipping, before the pespective divide, and is not used in later rasterization. Thus it doesn't need perspective correction.
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					 1 changed files with 2 additions and 4 deletions
				
			
		|  | @ -19,10 +19,9 @@ struct Vertex : Shader::OutputVertex { | |||
| 
 | ||||
|     // Linear interpolation
 | ||||
|     // factor: 0=this, 1=vtx
 | ||||
|     // Note: This function cannot be called after perspective divide
 | ||||
|     void Lerp(float24 factor, const Vertex& vtx) { | ||||
|         pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor); | ||||
| 
 | ||||
|         // TODO: Should perform perspective correct interpolation here...
 | ||||
|         quat = quat * factor + vtx.quat * (float24::FromFloat32(1) - factor); | ||||
|         color = color * factor + vtx.color * (float24::FromFloat32(1) - factor); | ||||
|         tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor); | ||||
|  | @ -30,12 +29,11 @@ struct Vertex : Shader::OutputVertex { | |||
|         tc0_w = tc0_w * factor + vtx.tc0_w * (float24::FromFloat32(1) - factor); | ||||
|         view = view * factor + vtx.view * (float24::FromFloat32(1) - factor); | ||||
|         tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor); | ||||
| 
 | ||||
|         screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor); | ||||
|     } | ||||
| 
 | ||||
|     // Linear interpolation
 | ||||
|     // factor: 0=v0, 1=v1
 | ||||
|     // Note: This function cannot be called after perspective divide
 | ||||
|     static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) { | ||||
|         Vertex ret = v0; | ||||
|         ret.Lerp(factor, v1); | ||||
|  |  | |||
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