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:
@@ -129,7 +129,7 @@ ScreenEz2SelectMusic::ScreenEz2SelectMusic()
|
||||
m_textHoldForOptions.SetZoom( 1 );
|
||||
m_textHoldForOptions.SetZoomY( 0 );
|
||||
m_textHoldForOptions.SetDiffuse( RageColor(1,1,1,0) );
|
||||
m_textHoldForOptions.SetZ( -2 );
|
||||
m_textHoldForOptions.SetZ( 2 );
|
||||
this->AddChild( &m_textHoldForOptions );
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user