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
@@ -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 );