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.
This commit is contained in:
Glenn Maynard
2002-11-15 21:41:38 +00:00
parent d2ef9a8441
commit 5cc013520e
+1 -1
View File
@@ -211,7 +211,7 @@ ScreenStage::ScreenStage()
m_quadMask.StretchTo( RectI(SCREEN_LEFT, int(roundf(fStageOffScreenY-fStageHeight/2)),
SCREEN_RIGHT, int(roundf(fStageOffScreenY+fStageHeight/2))) );
/* Put the quad mask on top, so draws to the Stage will be "under" it. */
m_quadMask.SetZ( -1 );
m_quadMask.SetZ( 1 );
m_frameStage.SetXY( CENTER_X, fStageOffScreenY );
m_frameStage.BeginTweening(0.8f, Actor::TWEEN_BIAS_BEGIN );