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			@ -2652,11 +2652,20 @@ BoundingBox GetMeshBoundingBox(Mesh mesh) | 
			
		
		
	
		
			
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			// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html | 
			
		
		
	
		
			
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			void GenMeshTangents(Mesh *mesh) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); | 
			
		
		
	
		
			
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			    else TRACELOG(LOG_WARNING, "MESH: Tangents data already available, re-writting"); | 
			
		
		
	
		
			
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			    Vector3 *tan1 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); | 
			
		
		
	
		
			
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			    Vector3 *tan2 = (Vector3 *)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); | 
			
		
		
	
		
			
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			    if (mesh->tangents == NULL) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float)); | 
			
		
		
	
		
			
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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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			    Vector3* tan1 = (Vector3*)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); | 
			
		
		
	
		
			
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			    Vector3* tan2 = (Vector3*)RL_MALLOC(mesh->vertexCount*sizeof(Vector3)); | 
			
		
		
	
		
			
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			    for (int i = 0; i < mesh->vertexCount; i += 3) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
	
		
			
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			@ -2683,7 +2692,7 @@ void GenMeshTangents(Mesh *mesh) | 
			
		
		
	
		
			
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			        float t2 = uv3.y - uv1.y; | 
			
		
		
	
		
			
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			        float div = s1*t2 - s2*t1; | 
			
		
		
	
		
			
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			        float r = (div == 0.0f)? 0.0f : 1.0f/div; | 
			
		
		
	
		
			
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			        float r = (div == 0.0f) ? 0.0f : 1.0f/div; | 
			
		
		
	
		
			
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			        Vector3 sdir = { (t2*x1 - t1*x2)*r, (t2*y1 - t1*y2)*r, (t2*z1 - t1*z2)*r }; | 
			
		
		
	
		
			
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			        Vector3 tdir = { (s1*x2 - s2*x1)*r, (s1*y2 - s2*y1)*r, (s1*z2 - s2*z1)*r }; | 
			
		
		
	
	
		
			
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			@ -2704,20 +2713,20 @@ 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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			        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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			    } | 
			
		
		
	
		
			
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			    RL_FREE(tan1); | 
			
		
		
	
	
		
			
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			@ -2725,6 +2734,12 @@ void GenMeshTangents(Mesh *mesh) | 
			
		
		
	
		
			
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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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			    TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh"); | 
			
		
		
	
		
			
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			} | 
			
		
		
	
	
		
			
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