GenMeshTangents Fix - Comment Update
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@ -2653,7 +2653,6 @@ BoundingBox GetMeshBoundingBox(Mesh mesh)
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void GenMeshTangents(Mesh* mesh)
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void GenMeshTangents(Mesh* mesh)
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{
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{
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/*
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/*
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* Added - 7/16/2021 - Jason Penick
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* Check and see if the mesh already has tangents.
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* Check and see if the mesh already has tangents.
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* If the mesh does not have tangents we can simply alloate the space for the data.
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* If the mesh does not have tangents we can simply alloate the space for the data.
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*
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*
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@ -2749,9 +2748,7 @@ void GenMeshTangents(Mesh* mesh)
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mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount * 4 * sizeof(float), false);
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mesh->vboId[SHADER_LOC_VERTEX_TANGENT] = rlLoadVertexBuffer(mesh->tangents, mesh->vertexCount * 4 * sizeof(float), false);
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/*
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/*
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* Added - 7/16/2021 - Jason Penick
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* Upate the tangets on the GPU.
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* Upate the tangets on the GPU.
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* Issue raised by Kenneth on discord.
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*/
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*/
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rlEnableVertexArray(mesh->vaoId);
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rlEnableVertexArray(mesh->vaoId);
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rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
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