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FINALLY got the indexation station working so now the submeshes even have AABBs. :'3c
Over 10000 vertices of arbitrarily instructed shapes generated in under one millisecond! x'3
Spent a few hours too many on debugging the weirdest bug (I have encounter'd) so far in Unity:
Setting a List's Count to a temporary value for a loop and then reusing it for the total later sets it to 0!
So instead I had to to list.Count like an idiot... ;_;