- normals in previewrender showed bumpmap inverted (a bump became a hole)
just added a flip!
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		@@ -773,8 +773,14 @@ static void shade_preview_pixel(ShadeInput *shi, float *vec, int x, int y,char *
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		/* Clear displase vec for preview */
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		shi->displace[0]= shi->displace[1]= shi->displace[2]= 0.0;
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		/* normals flipped in render... */
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		if(mat->mapto & MAP_NORM) VecMulf(shi->vn, -1.0);
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		do_material_tex(shi);
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		/* normals flipped in render... */
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		if(mat->mapto & MAP_NORM) VecMulf(shi->vn, -1.0);
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		if(mat->texco & TEXCO_REFL) {
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			/* normals in render are pointing different... rhm */
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