No, passerby is saying that when meshes are processed by game engines / graphics cards, they have to split up these vertices since they have various properties that make them unique (eg. UV coordinates, vertex colour, skinning weights, normals). If any of these properties are discontinuous then the mesh will be split for processing.
You do not have to do this manually yourself. It is an automatic process that happens behind the scenes.
ya the spilts happen when imported to the game engine, since to your GPU 1 vertex can olny contain, 1 UV, 1 normal, and vertex colour value, and 1 skin weight.
so in cases where a vert has 2 UV, or is on a hard edge so has 2 normals, it is spilt so the GPU can handle it. Things are also cut into tris behind the scenes too since gpus can only handle tris and cant deal with > 3 sided polygons.
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You do not have to do this manually yourself. It is an automatic process that happens behind the scenes.
http://thefree3dmodels.com/stuff/0-12
so in cases where a vert has 2 UV, or is on a hard edge so has 2 normals, it is spilt so the GPU can handle it. Things are also cut into tris behind the scenes too since gpus can only handle tris and cant deal with > 3 sided polygons.