vertex locations, not global coordinates. This ensures consistant
autosmoothing for each frame. Also fixes missing vectorblur for parts.
Nice task for a dev: put autosmooth code in end of modifier stack... then
it also shows in 3D window
- BUG FIX! I noticed the last tile rendered quite slow, and even did not
update scanlines. Found out that the main tiles processor didn't go
to sleep when the last tile was rendered, because it detected a free
possible thread. This caused the main thread to go into a very tight
loop, eating up a lot of cpu and blocking the other thread.