Split ModelView matrix stack into View and World stacks.
Add "hallway" and "distant" mods.
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@@ -26,7 +26,7 @@ NoteFieldMode::NoteFieldMode()
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void NoteFieldMode::BeginDrawTrack(int tn)
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{
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DISPLAY->PushMatrix();
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DISPLAY->CameraPushMatrix();
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/* It's useful to be able to use Actors like this, functioning only
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* for a transformation. However, this is a big waste of matrix
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@@ -36,7 +36,7 @@ void NoteFieldMode::BeginDrawTrack(int tn)
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m_CenterTrack[tn].BeginDraw();
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if(m_fFov)
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DISPLAY->EnterPerspective(m_fFov, true, m_fNear, m_fFar);
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DISPLAY->LoadMenuPerspective(m_fFov, CENTER_X, CENTER_Y);
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m_Position.BeginDraw();
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if(tn != -1)
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@@ -49,14 +49,11 @@ void NoteFieldMode::EndDrawTrack(int tn)
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m_PositionTrack[tn].EndDraw();
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m_Position.EndDraw();
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if(m_fFov)
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DISPLAY->ExitPerspective();
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if(tn != -1)
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m_CenterTrack[tn].EndDraw();
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m_Center.EndDraw();
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DISPLAY->PopMatrix();
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DISPLAY->CameraPopMatrix();
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}
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template <class T>
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