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			@ -1950,27 +1950,27 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex) | 
			
		
		
	
		
			
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			        } break; | 
			
		
		
	
		
			
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			        case 2:     // Update normals (vertex normals) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); | 
			
		
		
	
		
			
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			            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); | 
			
		
		
	
		
			
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			            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.normals, GL_DYNAMIC_DRAW); | 
			
		
		
	
		
			
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			            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.normals); | 
			
		
		
	
		
			
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			        } break; | 
			
		
		
	
		
			
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			        case 3:     // Update colors (vertex colors) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]); | 
			
		
		
	
		
			
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			            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); | 
			
		
		
	
		
			
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			            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*numVertex, mesh.colors, GL_DYNAMIC_DRAW); | 
			
		
		
	
		
			
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			            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*numVertex, mesh.colors); | 
			
		
		
	
		
			
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			        } break; | 
			
		
		
	
		
			
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			        case 4:     // Update tangents (vertex tangents) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]); | 
			
		
		
	
		
			
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			            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]); | 
			
		
		
	
		
			
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			            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*numVertex, mesh.tangents, GL_DYNAMIC_DRAW); | 
			
		
		
	
		
			
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			            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*numVertex, mesh.tangents); | 
			
		
		
	
		
			
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			        } break; | 
			
		
		
	
		
			
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			        case 5:     // Update texcoords2 (vertex second texture coordinates) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]); | 
			
		
		
	
		
			
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			            glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]); | 
			
		
		
	
		
			
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			            if (numVertex >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*numVertex, mesh.texcoords2, GL_DYNAMIC_DRAW); | 
			
		
		
	
		
			
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			            else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*numVertex, mesh.texcoords2); | 
			
		
		
	
		
			
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			        } break; | 
			
		
		
	
	
		
			
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