Precision of vertex location, hm, that's an interesting clue. So you mean that exact the same vertex locations will compress to identical positions. (Hey, this just an example mesh :D It takes a lot of time in complex modular buildings)
Hi, Is the continous mesh any better than the split one? In case of my modular building, a split mesh has 25% less triangles. Dividing edges and then removing doubles also takes a lot of time. Are there any reasons to use a continous mesh? Just an example, not the real mesh:
Visually speaking they are the same, but depending on the shape it could be beneficial for you to make a model/portions of a model as one contiguous mesh. It just depends. Normal maps tend to bake much cleaner with airtight meshes, and there is less wasted UV space in your textures and lightmaps. With your specific example…