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			@ -5172,7 +5172,7 @@ static Model LoadGLTF(const char *fileName) | 
			
		
		
	
		
			
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			                            // Transform the vertices | 
			
		
		
	
		
			
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			                            float *vertices = model.meshes[meshIndex].vertices; | 
			
		
		
	
		
			
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			                            for (int k = 0; k < attribute->count; k++) | 
			
		
		
	
		
			
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			                            for (unsigned int k = 0; k < attribute->count; k++) | 
			
		
		
	
		
			
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			                            { | 
			
		
		
	
		
			
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			                                Vector3 vt = Vector3Transform((Vector3){ vertices[3*k], vertices[3*k+1], vertices[3*k+2] }, worldMatrix); | 
			
		
		
	
		
			
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			                                vertices[3*k] = vt.x; | 
			
		
		
	
	
		
			
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			@ -5196,7 +5196,7 @@ static Model LoadGLTF(const char *fileName) | 
			
		
		
	
		
			
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			                            // Transform the normals | 
			
		
		
	
		
			
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			                            float *normals = model.meshes[meshIndex].normals; | 
			
		
		
	
		
			
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			                            for (int k = 0; k < attribute->count; k++) | 
			
		
		
	
		
			
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			                            for (unsigned int k = 0; k < attribute->count; k++) | 
			
		
		
	
		
			
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			                            { | 
			
		
		
	
		
			
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			                                Vector3 nt = Vector3Transform((Vector3){ normals[3*k], normals[3*k+1], normals[3*k+2] }, worldMatrixNormals); | 
			
		
		
	
		
			
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			                                normals[3*k] = nt.x; | 
			
		
		
	
	
		
			
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			@ -5220,7 +5220,7 @@ static Model LoadGLTF(const char *fileName) | 
			
		
		
	
		
			
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			                            // Transform the tangents | 
			
		
		
	
		
			
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			                            float *tangents = model.meshes[meshIndex].tangents; | 
			
		
		
	
		
			
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			                            for (int k = 0; k < attribute->count; k++) | 
			
		
		
	
		
			
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			                            for (unsigned int k = 0; k < attribute->count; k++) | 
			
		
		
	
		
			
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			                            { | 
			
		
		
	
		
			
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			                                Vector3 tt = Vector3Transform((Vector3){ tangents[3*k], tangents[3*k+1], tangents[3*k+2] }, worldMatrix); | 
			
		
		
	
		
			
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			                                tangents[3*k] = tt.x; | 
			
		
		
	
	
		
			
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