The default OpenGL ortho matrix looks down the negative Z axis, not
the positive one. I could have fixed this by reversing them at the glOrtho call, but I figured it'd be cleaner to just switch these. It also makes it match the 3d projection.
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@@ -211,7 +211,7 @@ ScreenStage::ScreenStage()
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m_quadMask.StretchTo( RectI(SCREEN_LEFT, int(roundf(fStageOffScreenY-fStageHeight/2)),
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SCREEN_RIGHT, int(roundf(fStageOffScreenY+fStageHeight/2))) );
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/* Put the quad mask on top, so draws to the Stage will be "under" it. */
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m_quadMask.SetZ( -1 );
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m_quadMask.SetZ( 1 );
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m_frameStage.SetXY( CENTER_X, fStageOffScreenY );
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m_frameStage.BeginTweening(0.8f, Actor::TWEEN_BIAS_BEGIN );
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