If you visit this playground, you can see that we are calculating the triangles of a mesh using mesh.getIndices() and mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) but 268 triangles with no area.
This is an example using Babylon’s primitive sphere.
Is there a way to do get all traingles of a mesh without degenerate triangles?
They are the byproduct of using math formula to create the mesh. I will be glad to merge a mesh feature which update the mesh and removed the degenerated faces for sure