// Don't remove splitmirorred boolean,It's not used right now, but i intend to
  // make this method also split vertice with rotated tangent space and I'll
  // add another splitRotated boolean
  private static List<VertexData> splitVertices(
      Mesh mesh, List<VertexData> vertexData, boolean splitMirorred) {
    int nbVertices = mesh.getBuffer(Type.Position).getNumElements();
    List<VertexData> newVertices = new ArrayList<VertexData>();
    Map<Integer, Integer> indiceMap = new HashMap<Integer, Integer>();
    FloatBuffer normalBuffer = mesh.getFloatBuffer(Type.Normal);

    for (int i = 0; i < vertexData.size(); i++) {
      ArrayList<TriangleData> triangles = vertexData.get(i).triangles;
      Vector3f givenNormal = new Vector3f();
      populateFromBuffer(givenNormal, normalBuffer, i);

      ArrayList<TriangleData> trianglesUp = new ArrayList<TriangleData>();
      ArrayList<TriangleData> trianglesDown = new ArrayList<TriangleData>();
      for (int j = 0; j < triangles.size(); j++) {
        TriangleData triangleData = triangles.get(j);
        if (parity(givenNormal, triangleData.normal) > 0) {
          trianglesUp.add(triangleData);
        } else {
          trianglesDown.add(triangleData);
        }
      }

      // if the vertex has triangles with opposite parity it has to be split
      if (!trianglesUp.isEmpty() && !trianglesDown.isEmpty()) {
        log.log(Level.FINE, "Splitting vertex {0}", i);
        // assigning triangle with the same parity to the original vertex
        vertexData.get(i).triangles.clear();
        vertexData.get(i).triangles.addAll(trianglesUp);

        // creating a new vertex
        VertexData newVert = new VertexData();
        // assigning triangles with opposite parity to it
        newVert.triangles.addAll(trianglesDown);

        newVertices.add(newVert);
        // keep vertex index to fix the index buffers later
        indiceMap.put(nbVertices, i);
        for (TriangleData tri : newVert.triangles) {
          for (int j = 0; j < tri.index.length; j++) {
            if (tri.index[j] == i) {
              tri.index[j] = nbVertices;
            }
          }
        }
        nbVertices++;
      }
    }

    if (!newVertices.isEmpty()) {

      // we have new vertices, we need to update the mesh's buffers.
      for (Type type : VertexBuffer.Type.values()) {
        // skip tangent buffer as we're gonna overwrite it later
        if (type == Type.Tangent || type == Type.BindPoseTangent) {
          continue;
        }
        VertexBuffer vb = mesh.getBuffer(type);
        // Some buffer (hardware skinning ones) can be there but not
        // initialized, they must be skipped.
        // They'll be initialized when Hardware Skinning is engaged
        if (vb == null || vb.getNumComponents() == 0) {
          continue;
        }

        Buffer buffer = vb.getData();
        // IndexBuffer has special treatement, only swapping the vertex indices is needed
        if (type == Type.Index) {
          boolean isShortBuffer = vb.getFormat() == VertexBuffer.Format.UnsignedShort;
          for (VertexData vertex : newVertices) {
            for (TriangleData tri : vertex.triangles) {
              for (int i = 0; i < tri.index.length; i++) {
                if (isShortBuffer) {
                  ((ShortBuffer) buffer).put(tri.triangleOffset + i, (short) tri.index[i]);
                } else {
                  ((IntBuffer) buffer).put(tri.triangleOffset + i, tri.index[i]);
                }
              }
            }
          }
          vb.setUpdateNeeded();
        } else {
          // copy the buffer in a bigger one and append nex vertices to the end
          Buffer newVerts =
              VertexBuffer.createBuffer(vb.getFormat(), vb.getNumComponents(), nbVertices);
          if (buffer != null) {
            buffer.rewind();
            bulkPut(vb.getFormat(), newVerts, buffer);

            int index = vertexData.size();
            newVerts.position(vertexData.size() * vb.getNumComponents());
            for (int j = 0; j < newVertices.size(); j++) {
              int oldInd = indiceMap.get(index);
              for (int i = 0; i < vb.getNumComponents(); i++) {
                putValue(vb.getFormat(), newVerts, buffer, oldInd * vb.getNumComponents() + i);
              }
              index++;
            }
            vb.updateData(newVerts);
            // destroy previous buffer as it's no longer needed
            destroyDirectBuffer(buffer);
          }
        }
      }
      vertexData.addAll(newVertices);

      mesh.updateCounts();
    }

    return vertexData;
  }