If the indexes decrease, the maxVertexIndex is never set and stay -Number.MAX_VALUE which is obviously not the good value
@@ -172,11 +172,11 @@
if (vertexIndex < minVertexIndex)
minVertexIndex = vertexIndex;
- else if (vertexIndex > maxVertexIndex)
+ if (vertexIndex > maxVertexIndex)
maxVertexIndex = vertexIndex;
}
return new BABYLON.SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
-}
+}