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Revert Irrlicht changes
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@ -41,26 +41,6 @@ public:
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virtual void recalculateNormals(IMeshBuffer *buffer,
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bool smooth = false, bool angleWeighted = false) const = 0;
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//! Recalculates tangents, requires a tangent mesh
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/** \param mesh Mesh on which the operation is performed.
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\param recalculateNormals If the normals shall be recalculated, otherwise original normals of the mesh are used unchanged.
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\param smooth If the normals shall be smoothed.
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\param angleWeighted If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision.
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*/
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virtual void recalculateTangents(IMesh* mesh,
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bool recalculateNormals = false, bool smooth = false,
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bool angleWeighted = false) const = 0;
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//! Recalculates tangents, requires a tangent mesh buffer
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/** \param buffer Meshbuffer on which the operation is performed.
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\param recalculateNormals If the normals shall be recalculated, otherwise original normals of the buffer are used unchanged.
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\param smooth If the normals shall be smoothed.
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\param angleWeighted If the normals shall be smoothed in relation to their angles. More expensive, but also higher precision.
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*/
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virtual void recalculateTangents(IMeshBuffer* buffer,
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bool recalculateNormals = false, bool smooth = false,
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bool angleWeighted = false) const = 0;
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//! Scales the actual mesh, not a scene node.
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/** \param mesh Mesh on which the operation is performed.
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\param factor Scale factor for each axis. */
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