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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@@ -143,7 +143,7 @@ void CourseContentsFrame::DrawPrimitives()
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DISPLAY->EnableZBuffer();
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// write to z buffer so that top and bottom are clipped
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m_quad.SetZ( -1 );
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m_quad.SetZ( 1 );
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RectI rectBarSize(-(int)CONTENTS_BAR_WIDTH/2, -(int)CONTENTS_BAR_HEIGHT/2, (int)CONTENTS_BAR_WIDTH/2, (int)CONTENTS_BAR_HEIGHT/2);
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m_quad.StretchTo( rectBarSize );
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