Fix ortho projections in OpenGL.
D3D still isn't correct.
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@@ -442,11 +442,18 @@ RageMatrix RageLookAt(
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RageMatrix RageOrtho( float l, float r, float b, float t, float zn, float zf )
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RageMatrix RageOrtho( float l, float r, float b, float t, float zn, float zf )
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{
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{
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RageMatrix m(
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2/(r-l), 0, 0, 0,
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0, 2/(t-b), 0, 0,
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0, 0, -2/(zf-zn), 0,
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-(r+l)/(r-l), -(t+b)/(t-b), -(zf+zn)/(zf-zn), 1 );
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/*
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RageMatrix m(
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RageMatrix m(
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2/(r-l), 0, 0, 0,
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2/(r-l), 0, 0, 0,
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0, 2/(t-b), 0, 0,
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0, 2/(t-b), 0, 0,
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0, 0, 1/(zf-zn), 0,
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0, 0, 1/(zf-zn), 0,
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(l+r)/(l-r), (t+b)/(b-t), zn/(zn-zf), 1 );
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(l+r)/(l-r), (t+b)/(b-t), zn/(zn-zf), 1 );
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*/
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return m;
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return m;
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}
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}
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