GenMeshTangents better handling for issue #1876

This commit is contained in:
Jason Penick 2021-07-16 16:16:24 -05:00
parent be56655b2a
commit 8acf7d9252

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