### Exporter updated

Updated the G3D Maya exporter so I account for the artist generated smoothinggroups (hard / soft edges controlling vertex normals) when calculating the tangent and binormal.

So now I calculate the tangent and binormal after the vertexsplit (a vertex can be split because of different texturecoords or normal depending on which face it belongs to) and align them to the artist generated normal. Hopefully this will solve some problems with sharp edges.

Found a neat little function called "Gram-Schmidt orthogonalize" to align the tangent and binormal against the normal :)

So now I calculate the tangent and binormal after the vertexsplit (a vertex can be split because of different texturecoords or normal depending on which face it belongs to) and align them to the artist generated normal. Hopefully this will solve some problems with sharp edges.

Found a neat little function called "Gram-Schmidt orthogonalize" to align the tangent and binormal against the normal :)