GenMeshTangents better handling for issue #1876
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@ -2737,7 +2737,7 @@ void GenMeshTangents(Mesh *mesh)
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if (mesh->vboId[SHADER_LOC_VERTEX_TANGENT] != 0)
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{
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// Upate existing vertex buffer
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rlUpdateVertexBuffer(mesh->vboId, mesh->tangents, mesh->vertexCount * 4 * sizeof(float), 0);
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rlUpdateVertexBuffer(mesh->vboId, mesh->tangents, mesh->vertexCount*4*sizeof(float), 0);
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}
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else
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{
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