Hmm.. if triangles are in wrong order, then how the sphere comes out as a sphere? I think you would have mesh errors.
That's their numbers in a list that are changing, not their position, so the shape remains unaffected.
Consider two adjacent quads, called Q1 and Q2. If I triangulate them I now have 4 faces, all triangles of course. What happens now is that face n°2 in the new list is not within the area of the former Q2 any more, it is within the former quad Q1 (that is triangle n°2 of Q1), therefore an offset has been introduced.
The worst scenario for my sphere (8064 quads) would be the following: in my new list (after triangulation), face n°1 is still the first of the two triangles of the former quad Q1, face n°2 is the first of Q2, n°3 the first of Q3 etc, then face n°4031 would be the first triangle of the former quad 4031, THEN face n°4032 would be the second triangle of Q1 etc etc
A whole rage of things can happen with arrays (lists), depending on how the software manages that.
The fact is that the script and the plugin manage that differently, the script preserves faces order in the list (1, 2, 3, 4, 5, and so on) while the plugin is doing something different, wich is even not what I described below (1, 4032, 2, 4033, 3, 4034 ... ), because then the texture would not be twisted but rather would show fragmented (the texture, not the geometry wich would remain a sphere anyway. Again all that jazz is about the position of triangles names
within a list). Enough, I'm not sure you asked for that suvakas
Did you try my idea? Split that vertex and explode the mesh into triangles manually and then export. I'm just curious what happens....
That's funny... I was recreating the scene from scratch (it wasn't saved) to try that and when I was to choose between 'Pinched at Pole" or "Sawtooth at Pole" for the sphere, I realized that you had not checked the link down my last post: that's exactly what "Sawtooth at Pole" does, splitting the polar UVs
Here's the very same link as above, again !
If I was to choose "Pinched" all these triangles would join into one unique UV, wich is often what we want to avoid.
My pleasure, you don't have to read that all