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	swrasterizer/clipper: remove tested TODO
hwtested. Current implementation is the correct behavior
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		|  | @ -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) { | ||||
|  |  | |||
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