Fixes the normals of SphereMesh when the sphere/hemisphere is oblong #51995
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Fixes #49861
Basic logic (in 2D) is that if
(a,b)
is a normal, the corresponding tangent is(b,-a)
. If the object is scaled along the y axis, the tangent becomes(b,-a*scale)
. The normal to this tangent is therefore (a*scale, b).