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			@ -2659,7 +2659,6 @@ void GenMeshTangents(Mesh *mesh) | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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				else | 
			
		
		
	
		
			
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				{ | 
			
		
		
	
		
			
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			        rlUnloadVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT]); | 
			
		
		
	
		
			
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			        RL_FREE(mesh->tangents); | 
			
		
		
	
		
			
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			        mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
	
		
			
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			@ -2713,34 +2712,46 @@ void GenMeshTangents(Mesh *mesh) | 
			
		
		
	
		
			
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			        Vector3 tangent = tan1[i]; | 
			
		
		
	
		
			
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			        // TODO: Review, not sure if tangent computation is right, just used reference proposed maths... | 
			
		
		
	
		
			
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				#if defined(COMPUTE_TANGENTS_METHOD_01) | 
			
		
		
	
		
			
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				  #if defined(COMPUTE_TANGENTS_METHOD_01) | 
			
		
		
	
		
			
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			        Vector3 tmp = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent))); | 
			
		
		
	
		
			
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			        tmp = Vector3Normalize(tmp); | 
			
		
		
	
		
			
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			        mesh->tangents[i*4 + 0] = tmp.x; | 
			
		
		
	
		
			
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			        mesh->tangents[i*4 + 1] = tmp.y; | 
			
		
		
	
		
			
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			        mesh->tangents[i*4 + 2] = tmp.z; | 
			
		
		
	
		
			
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			        mesh->tangents[i*4 + 3] = 1.0f; | 
			
		
		
	
		
			
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				#else | 
			
		
		
	
		
			
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				  #else | 
			
		
		
	
		
			
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			        Vector3OrthoNormalize(&normal, &tangent); | 
			
		
		
	
		
			
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			        mesh->tangents[i*4 + 0] = tangent.x; | 
			
		
		
	
		
			
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			        mesh->tangents[i*4 + 1] = tangent.y; | 
			
		
		
	
		
			
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			        mesh->tangents[i*4 + 2] = tangent.z; | 
			
		
		
	
		
			
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			        mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f) ? -1.0f : 1.0f; | 
			
		
		
	
		
			
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				#endif | 
			
		
		
	
		
			
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				  #endif | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			    RL_FREE(tan1); | 
			
		
		
	
		
			
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			    RL_FREE(tan2); | 
			
		
		
	
		
			
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			    // Load a new tangent attributes buffer | 
			
		
		
	
		
			
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			    mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false); | 
			
		
		
	
		
			
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			    rlEnableVertexArray(mesh->vaoId); | 
			
		
		
	
		
			
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			    rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0); | 
			
		
		
	
		
			
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			    rlEnableVertexAttribute(4); | 
			
		
		
	
		
			
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			    rlDisableVertexArray(); | 
			
		
		
	
		
			
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				if (mesh->vboId != NULL) | 
			
		
		
	
		
			
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				{ | 
			
		
		
	
		
			
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					if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0) | 
			
		
		
	
		
			
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					{ | 
			
		
		
	
		
			
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						// Upate existing vertex buffer | 
			
		
		
	
		
			
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						rlUpdateVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT], mesh->tangents, mesh->vertexCount*4*sizeof(float), 0); | 
			
		
		
	
		
			
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					} | 
			
		
		
	
		
			
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					else | 
			
		
		
	
		
			
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					{ | 
			
		
		
	
		
			
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						// Load a new tangent attributes buffer | 
			
		
		
	
		
			
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						mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount*4*sizeof(float), false);	 | 
			
		
		
	
		
			
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					} | 
			
		
		
	
		
			
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					rlEnableVertexArray(mesh->vaoId); | 
			
		
		
	
		
			
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					rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0); | 
			
		
		
	
		
			
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					rlEnableVertexAttribute(4); | 
			
		
		
	
		
			
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					rlDisableVertexArray(); | 
			
		
		
	
		
			
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				} | 
			
		
		
	
		
			
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			    TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh"); | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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