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