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 21:27:13 +00:00
parent 265b3926d6
commit d2ef9a8441
5 changed files with 6 additions and 6 deletions
+1 -1
View File
@@ -143,7 +143,7 @@ void CourseContentsFrame::DrawPrimitives()
DISPLAY->EnableZBuffer();
// write to z buffer so that top and bottom are clipped
m_quad.SetZ( -1 );
m_quad.SetZ( 1 );
RectI rectBarSize(-(int)CONTENTS_BAR_WIDTH/2, -(int)CONTENTS_BAR_HEIGHT/2, (int)CONTENTS_BAR_WIDTH/2, (int)CONTENTS_BAR_HEIGHT/2);
m_quad.StretchTo( rectBarSize );