use correct index when allocating animVertices and animNormals
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@ -5146,10 +5146,10 @@ static Model LoadGLTF(const char *fileName)
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}
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// Animated vertex data
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model.meshes[meshIndex].animVertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
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memcpy(model.meshes[meshIndex].animVertices, model.meshes[meshIndex].vertices, model.meshes[meshIndex].vertexCount*sizeof(float)*3);
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model.meshes[meshIndex].animNormals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
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memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*sizeof(float)*3);
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model.meshes[meshIndex].animVertices = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float));
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memcpy(model.meshes[meshIndex].animVertices, model.meshes[meshIndex].vertices, model.meshes[meshIndex].vertexCount*3*sizeof(float));
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model.meshes[meshIndex].animNormals = RL_CALLOC(model.meshes[meshIndex].vertexCount*3, sizeof(float));
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memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float));
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meshIndex++; // Move to next mesh
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}
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