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Fixed bug
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@ -291,7 +291,7 @@ namespace AssetStudio
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iVertex.UV = new[] { mesh.m_UV2[j * 2], -mesh.m_UV2[j * 2 + 1] };
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}
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//Tangent
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if (mesh.m_Tangents != null)
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if (mesh.m_Tangents != null && mesh.m_Tangents.Length == mesh.m_VertexCount * 4)
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{
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iVertex.Tangent = new Vector4(-mesh.m_Tangents[j * 4], mesh.m_Tangents[j * 4 + 1], mesh.m_Tangents[j * 4 + 2], mesh.m_Tangents[j * 4 + 3]);
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}
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