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
+2 -2
View File
@@ -151,7 +151,7 @@ ScreenSelectStyle5th::ScreenSelectStyle5th()
m_textExplanation1.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textExplanation1.SetDiffuse( RageColor(0,0.7f,0,1) );
m_textExplanation1.SetXY( EXPLANATION1_X, EXPLANATION1_Y );
m_textExplanation1.SetZ( -1 );
m_textExplanation1.SetZ( 1 );
m_textExplanation1.SetZoomX( EXPLANATION1_ZOOM_X );
m_textExplanation1.SetZoomY( EXPLANATION1_ZOOM_Y );
m_textExplanation1.SetHorizAlign( BitmapText::align_left );
@@ -160,7 +160,7 @@ ScreenSelectStyle5th::ScreenSelectStyle5th()
m_textExplanation2.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textExplanation2.SetDiffuse( RageColor(0,0.7f,0,1) );
m_textExplanation2.SetXY( EXPLANATION2_X, EXPLANATION2_Y );
m_textExplanation2.SetZ( -1 );
m_textExplanation2.SetZ( 1 );
m_textExplanation2.SetZoomX( EXPLANATION2_ZOOM_X );
m_textExplanation2.SetZoomY( EXPLANATION2_ZOOM_Y );
m_textExplanation2.SetHorizAlign( BitmapText::align_left );