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			@ -2942,19 +2942,25 @@ static Model LoadOBJ(const char *fileName) | 
			
		
		
	
		
			
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			                for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx1.v_idx*3 + v]; } vCount +=3; | 
			
		
		
	
		
			
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			                for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx2.v_idx*3 + v]; } vCount +=3; | 
			
		
		
	
		
			
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			                // Fill texcoords buffer (float) using vertex index of the face | 
			
		
		
	
		
			
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			                // NOTE: Y-coordinate must be flipped upside-down | 
			
		
		
	
		
			
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			                mesh.texcoords[vtCount + 0] = attrib.texcoords[idx0.vt_idx*2 + 0]; | 
			
		
		
	
		
			
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			                mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx0.vt_idx*2 + 1]; vtCount += 2; | 
			
		
		
	
		
			
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			                mesh.texcoords[vtCount + 0] = attrib.texcoords[idx1.vt_idx*2 + 0]; | 
			
		
		
	
		
			
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			                mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1]; vtCount += 2; | 
			
		
		
	
		
			
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			                mesh.texcoords[vtCount + 0] = attrib.texcoords[idx2.vt_idx*2 + 0]; | 
			
		
		
	
		
			
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			                mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1]; vtCount += 2; | 
			
		
		
	
		
			
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			                // Fill normals buffer (float) using vertex index of the face | 
			
		
		
	
		
			
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			                for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx0.vn_idx*3 + v]; } vnCount +=3; | 
			
		
		
	
		
			
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			                for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx1.vn_idx*3 + v]; } vnCount +=3; | 
			
		
		
	
		
			
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			                for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx2.vn_idx*3 + v]; } vnCount +=3; | 
			
		
		
	
		
			
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			                if (attrib.num_texcoords > 0) | 
			
		
		
	
		
			
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			                { | 
			
		
		
	
		
			
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			                    // Fill texcoords buffer (float) using vertex index of the face | 
			
		
		
	
		
			
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			                    // NOTE: Y-coordinate must be flipped upside-down | 
			
		
		
	
		
			
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			                    mesh.texcoords[vtCount + 0] = attrib.texcoords[idx0.vt_idx*2 + 0]; | 
			
		
		
	
		
			
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			                    mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx0.vt_idx*2 + 1]; vtCount += 2; | 
			
		
		
	
		
			
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			                    mesh.texcoords[vtCount + 0] = attrib.texcoords[idx1.vt_idx*2 + 0]; | 
			
		
		
	
		
			
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			                    mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx1.vt_idx*2 + 1]; vtCount += 2; | 
			
		
		
	
		
			
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			                    mesh.texcoords[vtCount + 0] = attrib.texcoords[idx2.vt_idx*2 + 0]; | 
			
		
		
	
		
			
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			                    mesh.texcoords[vtCount + 1] = 1.0f - attrib.texcoords[idx2.vt_idx*2 + 1]; vtCount += 2; | 
			
		
		
	
		
			
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			                } | 
			
		
		
	
		
			
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			                if (attrib.num_normals > 0) | 
			
		
		
	
		
			
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			                { | 
			
		
		
	
		
			
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			                    // Fill normals buffer (float) using vertex index of the face | 
			
		
		
	
		
			
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			                    for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx0.vn_idx*3 + v]; } vnCount +=3; | 
			
		
		
	
		
			
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			                    for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx1.vn_idx*3 + v]; } vnCount +=3; | 
			
		
		
	
		
			
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			                    for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx2.vn_idx*3 + v]; } vnCount +=3; | 
			
		
		
	
		
			
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			                } | 
			
		
		
	
		
			
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			            } | 
			
		
		
	
		
			
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			            model.meshes[m] = mesh;                 // Assign mesh data to model | 
			
		
		
	
	
		
			
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