+ {
+ Vector4 tn = mtx.top()*Vector4(n.x, n.y, n.z, 0);
+ nor = Vector3(tn.x, tn.y, tn.z);
+ }
+
+ void tangent(float x, float y, float z)
+ { tangent(Vector3(x, y, z)); }
+
+ void tangent(const Vector3 &t)
+ {
+ Vector4 tt = mtx.top()*Vector4(t.x, t.y, t.z, 0);
+ attrib(get_component_type(TANGENT3), tt);
+ }
+
+ void binormal(float x, float y, float z)
+ { binormal(Vector3(x, y, z)); }
+
+ void binormal(const Vector3 &b)
+ {
+ Vector4 tb = mtx.top()*Vector4(b.x, b.y, b.z, 0);
+ attrib(get_component_type(BINORMAL3), tb);
+ }