fix append: polygonal faces with more than 3 vertices have always maximum 3 wedges...
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@ -460,7 +460,7 @@ static void MeshAppendConst(
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}
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fl.ImportData(f);
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if(wedgeTexFlag) {
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for(int i = 0; i < fl.VN(); ++i){
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for(int i = 0; i < 3; ++i){
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if (size_t(f.WT(i).n()) < mappingTextures.size()){
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//standard case: the texture is contained in the mesh
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fl.WT(i).n() = mappingTextures[f.WT(i).n()];
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