Five fixes in this commit... - the normals for nurbs surfaces still were calculated pointing wrong in some occasions - recoded ray-transp rendering to accept normals pointing any direction; it just counts how many times it passes a "glass" layer, and flips normals appropriate then. This means rendering will go fine on models without manually setting the normals. You can also move a camera inside a 'glass' object. - rendering of the inside part of glass now uses correct normal too... specularity happen on a solid glass inside now. - And an inside reflected mirror ray will keep bouncing inside glass Related to rendering localview: old convention to render localview, but with the lamps in the normal layers, has been restored. Please note; render happens based on active window. You *only* get a localview or 'unlocked layer' render when that 3d window is active = mouse in window.