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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@@ -54,7 +54,7 @@ public:
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bool bExtra = GAMESTATE->IsExtraStage()||GAMESTATE->IsExtraStage2();
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m_quadMask.SetDiffuse( RageColor(0,0,0,0) );
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m_quadMask.SetZ( -1 );
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m_quadMask.SetZ( 1 );
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CString sGraphicPath;
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