Ton Roosendaal eae5d39899 Bug fix #1988, ray-transparency render.
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.
2004-12-09 12:06:37 +00:00
2004-05-27 08:05:55 +00:00
2003-09-08 12:13:54 +00:00
2004-11-23 22:29:17 +00:00
2004-12-01 04:49:04 +00:00
2002-11-15 06:57:59 +00:00
2004-07-19 02:43:07 +00:00
2004-08-24 02:51:07 +00:00
2004-11-18 15:39:05 +00:00

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