On Dec 12, 2007 7:44 PM, Marten Svanfeldt (dev) <[EMAIL PROTECTED]> wrote:

> No. Upon rendering you/we need to have UVs per vertex (thats how the
> graphic cards works) so the most efficient way is to have it per
> vertex already in the mesh (thingmesh does this split-up internally).

Ok, I see.

> Just as they are now.

Oh, I finally figured out how to use b2cs, I guess my problem is solved then. :)

Thanks a lot.

Patrick

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