diff --git a/src/AcDream.Core/Meshing/.gitkeep b/src/AcDream.Core/Meshing/.gitkeep
deleted file mode 100644
index e69de29..0000000
diff --git a/src/AcDream.Core/Meshing/GfxObjMesh.cs b/src/AcDream.Core/Meshing/GfxObjMesh.cs
new file mode 100644
index 0000000..31e6309
--- /dev/null
+++ b/src/AcDream.Core/Meshing/GfxObjMesh.cs
@@ -0,0 +1,88 @@
+using System.Numerics;
+using AcDream.Core.Terrain;
+using DatReaderWriter.DBObjs;
+
+namespace AcDream.Core.Meshing;
+
+public static class GfxObjMesh
+{
+ ///
+ /// Walk a GfxObj's polygons and produce one
+ /// per referenced Surface. Polygons are triangulated as fans.
+ ///
+ public static IReadOnlyList Build(GfxObj gfxObj)
+ {
+ // Group output vertices and indices per surface index.
+ var perSurface = new Dictionary Vertices, List Indices, Dictionary<(int pos, int uv), uint> Dedupe)>();
+
+ foreach (var kvp in gfxObj.Polygons)
+ {
+ var poly = kvp.Value;
+
+ if (poly.VertexIds.Count < 3)
+ continue; // degenerate
+
+ int surfaceIdx = poly.PosSurface;
+ if (surfaceIdx < 0 || surfaceIdx >= gfxObj.Surfaces.Count)
+ continue; // out of range surface
+
+ if (!perSurface.TryGetValue(surfaceIdx, out var bucket))
+ {
+ bucket = (new List(), new List(), new Dictionary<(int, int), uint>());
+ perSurface[surfaceIdx] = bucket;
+ }
+
+ // Collect output vertex indices for this polygon.
+ var polyOut = new List(poly.VertexIds.Count);
+ bool skipPoly = false;
+
+ for (int i = 0; i < poly.VertexIds.Count; i++)
+ {
+ int posIdx = poly.VertexIds[i];
+ int uvIdx = i < poly.PosUVIndices.Count ? poly.PosUVIndices[i] : 0;
+
+ if (!gfxObj.VertexArray.Vertices.TryGetValue((ushort)posIdx, out var sw))
+ {
+ skipPoly = true;
+ break;
+ }
+
+ var texcoord = uvIdx >= 0 && uvIdx < sw.UVs.Count
+ ? new Vector2(sw.UVs[uvIdx].U, sw.UVs[uvIdx].V)
+ : Vector2.Zero;
+
+ var key = (posIdx, uvIdx);
+ if (!bucket.Dedupe.TryGetValue(key, out var outIdx))
+ {
+ outIdx = (uint)bucket.Vertices.Count;
+ bucket.Vertices.Add(new Vertex(sw.Origin, sw.Normal, texcoord));
+ bucket.Dedupe[key] = outIdx;
+ }
+ polyOut.Add(outIdx);
+ }
+
+ if (skipPoly || polyOut.Count < 3)
+ continue;
+
+ // Fan triangulation: (v0, v1, v2), (v0, v2, v3), ...
+ for (int i = 1; i < polyOut.Count - 1; i++)
+ {
+ bucket.Indices.Add(polyOut[0]);
+ bucket.Indices.Add(polyOut[i]);
+ bucket.Indices.Add(polyOut[i + 1]);
+ }
+ }
+
+ // Emit one sub-mesh per surface.
+ var result = new List(perSurface.Count);
+ foreach (var kvp in perSurface)
+ {
+ var surfaceId = (uint)gfxObj.Surfaces[kvp.Key];
+ result.Add(new GfxObjSubMesh(
+ SurfaceId: surfaceId,
+ Vertices: kvp.Value.Vertices.ToArray(),
+ Indices: kvp.Value.Indices.ToArray()));
+ }
+ return result;
+ }
+}
diff --git a/src/AcDream.Core/Meshing/GfxObjSubMesh.cs b/src/AcDream.Core/Meshing/GfxObjSubMesh.cs
new file mode 100644
index 0000000..6c399e5
--- /dev/null
+++ b/src/AcDream.Core/Meshing/GfxObjSubMesh.cs
@@ -0,0 +1,12 @@
+using AcDream.Core.Terrain;
+
+namespace AcDream.Core.Meshing;
+
+///
+/// One sub-mesh of a GfxObj: a vertex+index buffer that uses a single Surface.
+/// A GfxObj with multiple surfaces produces multiple sub-meshes.
+///
+public sealed record GfxObjSubMesh(
+ uint SurfaceId,
+ Vertex[] Vertices,
+ uint[] Indices);
diff --git a/tests/AcDream.Core.Tests/Meshing/GfxObjMeshTests.cs b/tests/AcDream.Core.Tests/Meshing/GfxObjMeshTests.cs
new file mode 100644
index 0000000..c80bbad
--- /dev/null
+++ b/tests/AcDream.Core.Tests/Meshing/GfxObjMeshTests.cs
@@ -0,0 +1,250 @@
+using System.Numerics;
+using AcDream.Core.Meshing;
+using DatReaderWriter.DBObjs;
+using DatReaderWriter.Enums;
+using DatReaderWriter.Lib;
+using DatReaderWriter.Types;
+
+namespace AcDream.Core.Tests.Meshing;
+
+public class GfxObjMeshTests
+{
+ ///
+ /// Build a minimal GfxObj fixture with a single triangle using surface index 0.
+ /// Three unique positions, one UV slot each.
+ ///
+ private static GfxObj BuildSingleTriangle()
+ {
+ var gfx = new GfxObj
+ {
+ Surfaces = { 0x08000000u }, // synthetic surface id
+ VertexArray = new VertexArray
+ {
+ VertexType = VertexType.CSWVertexType,
+ Vertices =
+ {
+ [0] = new SWVertex
+ {
+ Origin = new Vector3(0, 0, 0),
+ Normal = new Vector3(0, 0, 1),
+ UVs = { new Vec2Duv { U = 0, V = 0 } },
+ },
+ [1] = new SWVertex
+ {
+ Origin = new Vector3(1, 0, 0),
+ Normal = new Vector3(0, 0, 1),
+ UVs = { new Vec2Duv { U = 1, V = 0 } },
+ },
+ [2] = new SWVertex
+ {
+ Origin = new Vector3(0, 1, 0),
+ Normal = new Vector3(0, 0, 1),
+ UVs = { new Vec2Duv { U = 0, V = 1 } },
+ },
+ },
+ },
+ Polygons =
+ {
+ [0] = new Polygon
+ {
+ PosSurface = 0,
+ NegSurface = -1,
+ VertexIds = { 0, 1, 2 },
+ PosUVIndices = { 0, 0, 0 },
+ },
+ },
+ };
+ return gfx;
+ }
+
+ [Fact]
+ public void Build_SingleTriangle_ProducesOneSubMeshOneTriangle()
+ {
+ var gfx = BuildSingleTriangle();
+
+ var subs = GfxObjMesh.Build(gfx);
+
+ var sub = Assert.Single(subs);
+ Assert.Equal(0x08000000u, sub.SurfaceId);
+ Assert.Equal(3, sub.Vertices.Length);
+ Assert.Equal(3, sub.Indices.Length); // one triangle, 3 indices
+ }
+
+ [Fact]
+ public void Build_SingleTriangle_CopiesPositionsNormalsAndUVs()
+ {
+ var gfx = BuildSingleTriangle();
+
+ var sub = GfxObjMesh.Build(gfx).Single();
+
+ // Indices point at unique vertices; collect them in order.
+ var vAtIdx0 = sub.Vertices[sub.Indices[0]];
+ var vAtIdx1 = sub.Vertices[sub.Indices[1]];
+ var vAtIdx2 = sub.Vertices[sub.Indices[2]];
+
+ Assert.Equal(new Vector3(0, 0, 0), vAtIdx0.Position);
+ Assert.Equal(new Vector3(1, 0, 0), vAtIdx1.Position);
+ Assert.Equal(new Vector3(0, 1, 0), vAtIdx2.Position);
+
+ Assert.Equal(new Vector3(0, 0, 1), vAtIdx0.Normal);
+ Assert.Equal(new Vector2(0, 0), vAtIdx0.TexCoord);
+ Assert.Equal(new Vector2(1, 0), vAtIdx1.TexCoord);
+ Assert.Equal(new Vector2(0, 1), vAtIdx2.TexCoord);
+ }
+
+ [Fact]
+ public void Build_Quad_IsTriangulatedAsFan()
+ {
+ // Single quad polygon with 4 vertices -> 2 triangles, 6 indices.
+ var gfx = new GfxObj
+ {
+ Surfaces = { 0x08000000u },
+ VertexArray = new VertexArray
+ {
+ Vertices =
+ {
+ [0] = new SWVertex { Origin = new(0, 0, 0), UVs = { new Vec2Duv() } },
+ [1] = new SWVertex { Origin = new(1, 0, 0), UVs = { new Vec2Duv() } },
+ [2] = new SWVertex { Origin = new(1, 1, 0), UVs = { new Vec2Duv() } },
+ [3] = new SWVertex { Origin = new(0, 1, 0), UVs = { new Vec2Duv() } },
+ },
+ },
+ Polygons =
+ {
+ [0] = new Polygon
+ {
+ PosSurface = 0,
+ VertexIds = { 0, 1, 2, 3 },
+ PosUVIndices = { 0, 0, 0, 0 },
+ },
+ },
+ };
+
+ var sub = GfxObjMesh.Build(gfx).Single();
+
+ Assert.Equal(4, sub.Vertices.Length);
+ Assert.Equal(6, sub.Indices.Length); // 2 triangles
+ }
+
+ [Fact]
+ public void Build_SamePositionDifferentUVs_DuplicatesOutputVertices()
+ {
+ // One vertex has two different UV slots. Each (posIdx, uvIdx) combo
+ // becomes a distinct output vertex.
+ var gfx = new GfxObj
+ {
+ Surfaces = { 0x08000000u },
+ VertexArray = new VertexArray
+ {
+ Vertices =
+ {
+ [0] = new SWVertex
+ {
+ Origin = new(0, 0, 0),
+ UVs =
+ {
+ new Vec2Duv { U = 0, V = 0 },
+ new Vec2Duv { U = 1, V = 1 },
+ },
+ },
+ [1] = new SWVertex { Origin = new(1, 0, 0), UVs = { new Vec2Duv() } },
+ [2] = new SWVertex { Origin = new(0, 1, 0), UVs = { new Vec2Duv() } },
+ },
+ },
+ Polygons =
+ {
+ [0] = new Polygon
+ {
+ PosSurface = 0,
+ VertexIds = { 0, 1, 2 },
+ PosUVIndices = { 0, 0, 0 },
+ },
+ [1] = new Polygon
+ {
+ PosSurface = 0,
+ VertexIds = { 0, 1, 2 },
+ PosUVIndices = { 1, 0, 0 }, // same positions, different UV on vert 0
+ },
+ },
+ };
+
+ var sub = GfxObjMesh.Build(gfx).Single();
+
+ // vert 0 has two different UV slots → 2 output vertices for pos 0
+ // vert 1 + 2 unique → 2 more output vertices
+ // total: 4 output vertices
+ Assert.Equal(4, sub.Vertices.Length);
+ Assert.Equal(6, sub.Indices.Length); // 2 triangles
+ }
+
+ [Fact]
+ public void Build_MultipleSurfaces_ProducesMultipleSubMeshes()
+ {
+ // 2 polygons, 2 surfaces → 2 sub-meshes.
+ var gfx = new GfxObj
+ {
+ Surfaces = { 0x08000001u, 0x08000002u },
+ VertexArray = new VertexArray
+ {
+ Vertices =
+ {
+ [0] = new SWVertex { Origin = new(0, 0, 0), UVs = { new Vec2Duv() } },
+ [1] = new SWVertex { Origin = new(1, 0, 0), UVs = { new Vec2Duv() } },
+ [2] = new SWVertex { Origin = new(0, 1, 0), UVs = { new Vec2Duv() } },
+ [3] = new SWVertex { Origin = new(1, 1, 0), UVs = { new Vec2Duv() } },
+ },
+ },
+ Polygons =
+ {
+ [0] = new Polygon
+ {
+ PosSurface = 0,
+ VertexIds = { 0, 1, 2 },
+ PosUVIndices = { 0, 0, 0 },
+ },
+ [1] = new Polygon
+ {
+ PosSurface = 1,
+ VertexIds = { 1, 3, 2 },
+ PosUVIndices = { 0, 0, 0 },
+ },
+ },
+ };
+
+ var subs = GfxObjMesh.Build(gfx);
+
+ Assert.Equal(2, subs.Count);
+ Assert.Contains(subs, s => s.SurfaceId == 0x08000001u);
+ Assert.Contains(subs, s => s.SurfaceId == 0x08000002u);
+ }
+
+ [Fact]
+ public void Build_DegeneratePolygonWithTwoVertices_Skipped()
+ {
+ var gfx = new GfxObj
+ {
+ Surfaces = { 0x08000000u },
+ VertexArray = new VertexArray
+ {
+ Vertices =
+ {
+ [0] = new SWVertex { Origin = new(0, 0, 0), UVs = { new Vec2Duv() } },
+ [1] = new SWVertex { Origin = new(1, 0, 0), UVs = { new Vec2Duv() } },
+ },
+ },
+ Polygons =
+ {
+ [0] = new Polygon
+ {
+ PosSurface = 0,
+ VertexIds = { 0, 1 },
+ PosUVIndices = { 0, 0 },
+ },
+ },
+ };
+
+ var subs = GfxObjMesh.Build(gfx);
+
+ Assert.Empty(subs); // no valid polygons → no sub-meshes
+ }
+}