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Fix split shared UVs on mesh

This question is basically a reflect of this thread I started, but I suspect no one can answer this. I have a mesh with a cubemapped Texture2D that assigns height values to shared uvs. The mesh is getting split at those points and I'm trying to figure out how to either average them together (but they aren't separate verts?) or make my height loop skip one of the two shared UVs (but UVs only have 1 coordinate?)

Any suggestions?

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asked Nov 07, 2011 at 08:52 AM

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Cosmas
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asked: Nov 07, 2011 at 08:52 AM

Seen: 1077 times

Last Updated: Nov 07, 2011 at 08:52 AM