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@@ -2659,7 +2659,6 @@ void GenMeshTangents(Mesh *mesh)
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}
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else
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{
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- rlUnloadVertexBuffer(mesh->vboId[SHADER_LOC_VERTEX_TANGENT]);
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RL_FREE(mesh->tangents);
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mesh->tangents = (float*)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
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}
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@@ -2713,34 +2712,46 @@ 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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RL_FREE(tan2);
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- // Load a new tangent attributes buffer
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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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- rlEnableVertexArray(mesh->vaoId);
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- rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
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- rlEnableVertexAttribute(4);
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- rlDisableVertexArray();
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+ if (mesh->vboId != NULL)
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+ {
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+
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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[SHADER_LOC_VERTEX_TANGENT], 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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+ // Load a new tangent attributes buffer
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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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+ rlEnableVertexArray(mesh->vaoId);
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+ rlSetVertexAttribute(4, 4, RL_FLOAT, 0, 0, 0);
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+ rlEnableVertexAttribute(4);
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+ rlDisableVertexArray();
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+ }
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+
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TRACELOG(LOG_INFO, "MESH: Tangents data computed for provided mesh");
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}
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