If not face-based always use vertex normals for normal VBO
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@@ -738,8 +738,6 @@ IGL_INLINE void igl::opengl::ViewerData::updateGL(
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for (unsigned i=0; i<data.F.rows();++i)
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for (unsigned j=0;j<3;++j)
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meshgl.V_normals_vbo.row(i*3+j) =
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per_corner_normals ?
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data.F_normals.row(i*3+j).cast<float>() :
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data.V_normals.row(data.F(i,j)).cast<float>();
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