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Remove trailing spaces
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@@ -1432,7 +1432,7 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
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else rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.vertices);
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rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords);
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if (mesh.animNormals) rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.animNormals);
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else rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals);
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@@ -5536,7 +5536,7 @@ static Model LoadGLTF(const char *fileName)
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cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
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// WARNING: SPECS: POSITION accessor MUST have its min and max properties defined
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if (model.meshes[meshIndex].vertices != NULL) TRACELOG(LOG_WARNING, "MODEL: [%s] Vertices attribute data already loaded", fileName);
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else
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{
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@@ -5882,7 +5882,7 @@ static Model LoadGLTF(const char *fileName)
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};
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MatrixDecompose(worldMatrix, &(model.bindPose[i].translation), &(model.bindPose[i].rotation), &(model.bindPose[i].scale));
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}
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if (data->skins_count > 1) TRACELOG(LOG_WARNING, "MODEL: [%s] can only load one skin (armature) per model, but gltf skins_count == %i", fileName, data->skins_count);
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}
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@@ -6578,7 +6578,7 @@ static Model LoadM3D(const char *fileName)
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if (k + 1 >= model.meshCount)
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{
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model.meshCount++;
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// Create a second buffer for mesh re-allocation
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Mesh *tempMeshes = (Mesh *)RL_CALLOC(model.meshCount, sizeof(Mesh));
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memcpy(tempMeshes, model.meshes, (model.meshCount - 1)*sizeof(Mesh));
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