Currently, there is no way to handle the variation between some meshes having tangent vertex arrays and others not. So the same vertex shader would not be usable for both. Currently I think the way to fix this would be to automatically generate tangents for meshes if they have normals and a UV map already.
Currently, there is no way to handle the variation between some meshes having tangent vertex arrays and others not. So the same vertex shader would not be usable for both. Currently I think the way to fix this would be to automatically generate tangents for meshes if they have normals and a UV map already.