//TODO: The first 0.0f may need to be changed to 1.0f here.
float f = dividend == 0 ? 0.0f : 1.0f/dividend;
Vector3f tangent = new Vector3f(0,0,0);
tangent.SetX(f * (deltaV2 * edge1.GetX() - deltaV1 * edge2.GetX()));
tangent.SetY(f * (deltaV2 * edge1.GetY() - deltaV1 * edge2.GetY()));
tangent.SetZ(f * (deltaV2 * edge1.GetZ() - deltaV1 * edge2.GetZ()));
m_tangents.get(i0).Set(m_tangents.get(i0).Add(tangent));
m_tangents.get(i1).Set(m_tangents.get(i1).Add(tangent));
m_tangents.get(i2).Set(m_tangents.get(i2).Add(tangent));