Fixed PlaneMesh tangents for 'Face X' orientation
(cherry picked from commit 6099d9f3d1
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@ -1301,7 +1301,11 @@ void PlaneMesh::_create_mesh_array(Array &p_arr) const {
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points.push_back(Vector3(-x, z, 0.0) + center_offset);
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points.push_back(Vector3(-x, z, 0.0) + center_offset);
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}
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}
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normals.push_back(normal);
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normals.push_back(normal);
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ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
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if (orientation == FACE_X) {
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ADD_TANGENT(0.0, 0.0, -1.0, 1.0);
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} else {
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ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
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}
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uvs.push_back(Vector2(1.0 - u, 1.0 - v)); /* 1.0 - uv to match orientation with Quad */
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uvs.push_back(Vector2(1.0 - u, 1.0 - v)); /* 1.0 - uv to match orientation with Quad */
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point++;
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point++;
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