Hi,

I am implementing a vertex shader which modifies the vertex position.

I use this to render a line whose thickness is scaled using the vertex distance to the camera.

The model which is rendered is imported as an FBX file and contains overlapping vertices and degenerate triangles.

The mesh I am testing this with consists of 20 triangles and 12 vertices.

When importing this FBX into Unity, the mesh contains 3 vertices and 0 triangles.

I already tested if perhaps Max did this during export, but reimporting the FBX into Max still shows 20 triangles and 12 vertices.

Any help ?

Cheers,

Ben