Reconstructing mesh connectivity

Here:

And similar requests at other times…

I am. Getting the buffer data (triangle soup? I like that phrase!) Is almost trivial.

There is. The GPU renders each triangle that it is given as an independent entity, without regard for ‘adjacency’ or ‘connectivity.’ it does not care that some of the vertice data is shared. Unfortunately, this does not work so well for editing. Especially anything that adjusts topology.

I have such a data structure. What I’m looking for is hints about heueristics to intelligently import ‘triangle soup’ into such a data structure.

For instance, two triangles in JME might rightly be adjacent and continuous, but not share any vertex indices, because they are on opposite sides of a UV seam.

Conversely, three triangles could very well share a pair of vertice indexes, if all of the parameters match. But in the editing structure, they must be represented as separate.