pub fn split_mesh_by_indexed_colour(
mesh: &Mesh,
map: &FullIndexedColourMap,
) -> Option<Vec<(Rgba, Mesh)>>Expand description
Split a flat-shaded mesh into one sub-mesh per palette group.
Returns None (caller keeps the single dominant-coloured mesh) unless the
mesh triangle count matches map.triangle_palette exactly — a mismatch
means CSG/void cutting changed the topology, so the per-triangle mapping no
longer applies. Triangle i of the mesh corresponds to CoordIndex[i]
because the triangulated-face-set processor preserves triangle order.