Ok, thanks to the Unweldmesh code by Stevie G, I can copy a mesh in which all the triangles are unwelded (I think, havent tested yet, hehehe).
The problem is, this code is copying the base mesh triangle by triangle, along with vertex color info but the new unwelded mesh is grey. So I guess my question would be, does a textured mesh contain the color info at the vertex level? Or are the vertex colors grey underneath the texture.
Function MESHunweld( Mesh )
;by Stevie G
Copy = CreateMesh()
ns = CreateSurface( Copy )
For su = 1 To CountSurfaces( Mesh )
s = GetSurface( Mesh , su )
For t = 0 To CountTriangles( s ) - 1
v0 = TriangleVertex( s, t, 0 )
v1 = TriangleVertex( s, t, 1 )
v2 = TriangleVertex( s, t, 2 )
Nv0 = AddVertex( ns , VertexX( s , v0 ) , VertexY( s, v0 ) , VertexZ( s, v0 ) )
Nv1 = AddVertex( ns , VertexX( s , v1 ) , VertexY( s, v1 ) , VertexZ( s, v1 ) )
Nv2 = AddVertex( ns , VertexX( s , v2 ) , VertexY( s, v2 ) , VertexZ( s, v2 ) )
VertexColor ns, Nv0 , VertexRed( s, v0 ) , VertexGreen( s, v0 ) , VertexBlue( s, v0 )
VertexColor ns, Nv1 , VertexRed( s, v1 ) , VertexGreen( s, v1 ) , VertexBlue( s, v1 )
VertexColor ns, Nv2 , VertexRed( s, v2 ) , VertexGreen( s, v2 ) , VertexBlue( s, v2 )
AddTriangle ns , Nv0 , Nv1 , Nv2
Next
Next
FreeEntity Mesh
Return Copy
End Function
Im thinking I understand this a little better, never had to think about texturing like this before. The vertex colors are a default color because the texture retains its own colors and it gets stretched over the mesh.
An unwelded mesh will lose the texture because the triangles are unwelded? So all UVW info is lost? Is it possible to texture an unwelded mesh?