In Mesh.cpp, on lines 894-897, if the mesh is flagged as having normals, but a vertex is missing the normal vector, then one or both components of the texture coords will be written to the normal instead.
Fix
if (bnormal) {
j = sscanf (cbuf, "%f%f%f%f%f%f%f%f", &v.x, &v.y, &v.z, &v.nx, &v.ny, &v.nz, &v.tu, &v.tv);
if (j < 6) {
// Set the calculate normal flag
calcnml = true;
// Move the texture coords to their proper location
v.tu = v.nx;
v.tv = v.ny;
// Zero-out the normal vector so that CalcNormals() will not skip this vertex
t.nx = 0.0f;
t.ny = 0.0f;
t.nz = 0.0f;
}
}