Currently the toolbox does not consider which UV map should be used for generating tangents, this PR fixes it.
It reads the value in o_texture2_texcoord from the material and uses the corresponding UV for tangents.
Some meshes in TOTK even use UV2 for normals so a more scalable solution was needed rather than just a bool.
Currently the toolbox does not consider which UV map should be used for generating tangents, this PR fixes it.
It reads the value in o_texture2_texcoord from the material and uses the corresponding UV for tangents. Some meshes in TOTK even use UV2 for normals so a more scalable solution was needed rather than just a bool.