Adam, I believe that is is correct, and I believe you can also add in shaders/materials. If you apply a different shader to each polygon that will break it into 2 objects.
I am given to understand that a lot of outside-the-box coders are seriously considering a revolution in rendering. Apparently a lot of them think that the advent of multi-core processors is going to make the traditional GPU obsolete, and that the standard rendering pipeline will also be phased out in a few more years. As I…
I've had long long discussions with my lead engine coder about this, and he has raised something which I don't think has been mentioned here yet: Having bevels along edges that could otherwise be hard (as in the first toolbox example on this thread), whilst not increasing the vertex count, does lead to quite a lot more…