I'm not too into b-mesh, but I guess Editable Poly is so, if you're referring to keeping data as flags and so on preserved while changing model topology. Vertexes, edges, and poly indexes are changed every time an element is removed while grow in number when adding elements, to keep a compact array from zero to last…
This is a tricky matter. I can bring the 3ds Max experience. In Max you got two geometry types for polygonal modeling: Editable Mesh and Editable Poly Editable Mesh is the simplest and fastest type as it has a simpler database to keep connections between elements. They are: * Vertexes are uniquely defined by a position in…