Fix D3D z-buffer problem by having separate GetOrthoMatrix functions for OGL and D3D.
I don't understand why the two APIs create an ortho matrix so differently, but I'm tried of messing with it for now.
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@@ -24,22 +24,29 @@
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ScreenSandbox::ScreenSandbox() : Screen("ScreenSandbox")
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{
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m_quad.StretchTo( RectI(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
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m_quad.SetDiffuse( RageColor(0,0,1,1) );
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m_quad.SetZ( -100 );
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this->AddChild( &m_quad );
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m_quad1.StretchTo( RectI(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
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m_quad1.SetDiffuse( RageColor(0,0,1,1) );
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m_quad1.SetZ( 0 );
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m_quad1.SetUseZBuffer( true );
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this->AddChild( &m_quad1 );
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m_quad2.StretchTo( RectI(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
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m_quad2.SetDiffuse( RageColor(0,1,0,1) );
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m_quad2.SetZ( 1 );
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m_quad2.SetUseZBuffer( true );
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this->AddChild( &m_quad2 );
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// m_sprite.Load( "C:\\stepmania\\stepmania\\RandomMovies\\cm301[1].avi" );
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// m_sprite.SetXY( CENTER_X, CENTER_Y );
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// this->AddChild( &m_sprite );
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m_model.SetXY(CENTER_X, CENTER_Y);
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m_model.SetZoom(3);
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//m_model.SetZoomY(-1);
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m_model.LoadMilkshapeAscii( "Down Tap Note 4th.txt" );
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// m_model.SetXY(CENTER_X, CENTER_Y);
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// m_model.SetZoom(3);
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// //m_model.SetZoomY(-1);
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// m_model.LoadMilkshapeAscii( "Down Tap Note 4th.txt" );
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// m_model.LoadMilkshapeAsciiBones( "D:\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\howtoplay.bones.txt" );
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this->AddChild(&m_model);
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m_model.SetEffectSpin( RageVector3(0,90,90) );
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// this->AddChild(&m_model);
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// m_model.SetEffectSpin( RageVector3(0,90,90) );
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this->AddChild( &m_In );
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@@ -62,18 +69,18 @@ void ScreenSandbox::Update( float fDeltaTime )
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void ScreenSandbox::DrawPrimitives()
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{
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0,0,0,0),
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RageColor(1,1,1,1),
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RageColor(0,0,0,1),
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RageVector3(0, -1, 0) );
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// DISPLAY->SetLighting( true );
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// DISPLAY->SetLightDirectional(
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// 0,
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// RageColor(0,0,0,0),
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// RageColor(1,1,1,1),
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// RageColor(0,0,0,1),
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// RageVector3(0, -1, 0) );
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Screen::DrawPrimitives();
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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// DISPLAY->SetLightOff( 0 );
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// DISPLAY->SetLighting( false );
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}
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void ScreenSandbox::MenuLeft( PlayerNumber pn )
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