OpenGL2: Remove per fragment tangent space calculation code.
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@@ -128,7 +128,6 @@ vec_t R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, const vec3_t normal,
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return handedness;
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}
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#ifdef USE_VERT_TANGENT_SPACE
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qboolean R_CalcTangentVectors(srfVert_t * dv[3])
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{
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int i;
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@@ -189,7 +188,6 @@ qboolean R_CalcTangentVectors(srfVert_t * dv[3])
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return qtrue;
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}
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#endif
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/*
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