Glenn Maynard d2ef9a8441 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.
2002-11-15 21:27:13 +00:00
S
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