From 5cc013520ef27112eebfdc88b461c733ab6a6f88 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Fri, 15 Nov 2002 21:41:38 +0000 Subject: [PATCH] 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. --- stepmania/src/ScreenStage.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/stepmania/src/ScreenStage.cpp b/stepmania/src/ScreenStage.cpp index c464219bfc..03004a5d22 100644 --- a/stepmania/src/ScreenStage.cpp +++ b/stepmania/src/ScreenStage.cpp @@ -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 );