flip for consistency
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@@ -413,8 +413,8 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
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{
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/* For very large hold notes, shift the texture coordinates to be near 0, so we
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* don't send very large values to the renderer. */
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const float fDistFromBottom = fYBottom - fYStartPos;
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float fTexCoordTop = SCALE( fDistFromBottom, 0, fFrameHeight, pRect->bottom, pRect->top );
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const float fDistFromTop = fYStartPos - fYTop;
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float fTexCoordTop = SCALE( fDistFromTop, 0, fFrameHeight, pRect->top, pRect->bottom );
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fTexCoordTop += fAddToTexCoord;
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fAddToTexCoord -= floorf( fTexCoordTop );
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}
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