OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.
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@@ -247,8 +247,7 @@ static void MakeMeshTangentVectors(int width, int height, srfVert_t ctrl[MAX_GRI
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dv[0] = &ctrl2[j * width + i];
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dv[1] = &ctrl[j][i];
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VectorCopy(dv[0]->tangent, dv[1]->tangent);
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VectorCopy(dv[0]->bitangent, dv[1]->bitangent);
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VectorCopy4(dv[0]->tangent, dv[1]->tangent);
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}
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}
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}
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