fix for bug #1223
Bump was inverted in previewrender for planar preview.
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@@ -788,13 +788,13 @@ 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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/* normals flipped in render for smooth... */
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if(smooth && (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(smooth && (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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