RENAMED: MeshTangents() -> GenMeshTangents()
RENAMED: MeshBinormals() -> GenMeshBinormals()
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2 changed files with 4 additions and 4 deletions
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@ -2646,7 +2646,7 @@ BoundingBox GetMeshBoundingBox(Mesh mesh)
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// Compute mesh tangents
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// NOTE: To calculate mesh tangents and binormals we need mesh vertex positions and texture coordinates
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// Implementation base don: https://answers.unity.com/questions/7789/calculating-tangents-vector4.html
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void MeshTangents(Mesh *mesh)
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void GenMeshTangents(Mesh *mesh)
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{
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if (mesh->tangents == NULL) mesh->tangents = (float *)RL_MALLOC(mesh->vertexCount*4*sizeof(float));
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else TRACELOG(LOG_WARNING, "MESH: Tangents data already available, re-writting");
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@ -2726,7 +2726,7 @@ void MeshTangents(Mesh *mesh)
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}
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// Compute mesh binormals (aka bitangent)
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void MeshBinormals(Mesh *mesh)
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void GenMeshBinormals(Mesh *mesh)
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{
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for (int i = 0; i < mesh->vertexCount; i++)
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{
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