cleanup, comment
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@@ -459,12 +459,12 @@ void NoteDisplay::DrawHoldPart( vector<Sprite*> &vpSpr, int iCol, int fYStep, fl
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queue.v[0].p = RageVector3(fXLeft, fY, fZ); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
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queue.v[0].p = RageVector3(fXLeft, fY, fZ); queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft, fTexCoordTop);
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queue.v[1].p = RageVector3(fXCenter, fY, fZ); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordCenter, fTexCoordTop);
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queue.v[1].p = RageVector3(fXCenter, fY, fZ); queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordCenter, fTexCoordTop);
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queue.v[2].p = RageVector3(fXRight, fY, fZ); queue.v[2].c = color; queue.v[2].t = RageVector2(fTexCoordRight, fTexCoordTop);
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queue.v[2].p = RageVector3(fXRight, fY, fZ); queue.v[2].c = color; queue.v[2].t = RageVector2(fTexCoordRight, fTexCoordTop);
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queue.v+=3;
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queue.v+=3;
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if( queue.Free() < 3 || bLast )
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if( queue.Free() < 3 || bLast )
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{
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{
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/* The queue is full. Render it, clear the buffer, and move back a step to
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/* The queue is full. Render it, clear the buffer, and move back a step to
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* start off the quad strip again. */
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* start off the strip again. */
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if( !bAllAreTransparent )
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if( !bAllAreTransparent )
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{
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{
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FOREACH( Sprite*, vpSpr, spr )
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FOREACH( Sprite*, vpSpr, spr )
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