hm than i would have to save the vertices of each surface of each mesh. that wouldnt be easy ;/
although you know, i'm automaticaly splitting the surface if the texture is bigger than 128x128 because blitz doesnt support surfaces with more than 65536 tris/vertices!
although you know, i'm automaticaly splitting the surface if the texture is bigger than 128x128 because blitz doesnt support surfaces with more than 65536 tris/vertices!