Code Style Changes Final 2
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@ -2692,7 +2692,7 @@ void GenMeshTangents(Mesh *mesh)
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float t2 = uv3.y - uv1.y;
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float div = s1*t2 - s2*t1;
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float r = (div == 0.0f) ? 0.0f : 1.0f/div;
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float r = (div == 0.0f)? 0.0f : 1.0f/div;
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Vector3 sdir = { (t2*x1 - t1*x2)*r, (t2*y1 - t1*y2)*r, (t2*z1 - t1*z2)*r };
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Vector3 tdir = { (s1*x2 - s2*x1)*r, (s1*y2 - s2*y1)*r, (s1*z2 - s2*z1)*r };
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@ -2713,20 +2713,20 @@ void GenMeshTangents(Mesh *mesh)
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Vector3 tangent = tan1[i];
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// TODO: Review, not sure if tangent computation is right, just used reference proposed maths...
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#if defined(COMPUTE_TANGENTS_METHOD_01)
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#if defined(COMPUTE_TANGENTS_METHOD_01)
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Vector3 tmp = Vector3Subtract(tangent, Vector3Scale(normal, Vector3DotProduct(normal, tangent)));
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tmp = Vector3Normalize(tmp);
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mesh->tangents[i*4 + 0] = tmp.x;
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mesh->tangents[i*4 + 1] = tmp.y;
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mesh->tangents[i*4 + 2] = tmp.z;
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mesh->tangents[i*4 + 3] = 1.0f;
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#else
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#else
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Vector3OrthoNormalize(&normal, &tangent);
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mesh->tangents[i*4 + 0] = tangent.x;
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mesh->tangents[i*4 + 1] = tangent.y;
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mesh->tangents[i*4 + 2] = tangent.z;
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mesh->tangents[i*4 + 3] = (Vector3DotProduct(Vector3CrossProduct(normal, tangent), tan2[i]) < 0.0f) ? -1.0f : 1.0f;
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#endif
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#endif
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}
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RL_FREE(tan1);
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