- Z-buffer range was off such that the whole cockpit was clipped
- Lighting was wrong, since the camera was centered but ligths weren't
adjusted for it
- Disabling Z culling hasn't been working since shader techniques were
introduced, that force their own culling modes, so remove the option
- Transform matrix was flipping the X axis and thus flipping face
normals, fix it to be consistent with GFXLookAt