When I move some vertices around randomly, I end up with this:
If you print
Turns out graphics cards want to smooth-shade everything. When you make a hard-edge (a crease, in a modelling program) you're really splitting the verts on that edge. Seems a waste of verts, but every other way takes longer to draw. Technically, it's possible to set a model to no smooth-shading at all, but you have to specially redo the normals based on the order of the face array, which is too big a pain.
There's no easy pattern to find "same" verts: Debug.Log shows (0.5,0.5,0.5) occurs at indexes 2, 8 and 21, for example. I guess each time you change one, you could loop again to also change ones with the same values by that amount; with another array of bools to marked them as changed.
answered Aug 29 '11 at 03:09 AM