float sc = cos(sa);
float ss = sin(sa);
builder.normal(rs*sc, rs*ss, -rc);
- if(tangent_attr)
- {
+ if(tangent_attr>=0)
builder.attrib(tangent_attr, -ss, sc, 0);
+ if(binormal_attr>=0)
builder.attrib(binormal_attr, rc*sc, rc*ss, rs);
- }
builder.texcoord(j*u_scale, v);
builder.vertex(rs*sc*radius, rs*ss*radius, cz-rc*radius);
}