Pertaining to building objects created from the script shown in the answer here https://blender.stackexchange.com/a/42590/15543
The import data has seperate vert data for each surface, so each face can be selected and moved ( as shown in image ) which produces a lot of doubles. For example a simple cube would have 6 x 4 verts which after remove doubles would be reduced to 8.
Each surface has uv texture coordinates.
To vastly reduce the amount of verts in the scene I thought I would remove doubles. However, running the bpy.ops or bmesh.ops remove doubles also removes faces such as the one highlighted, leaving gaping holes in buildings.
Any suggestions on how to approach removing doubles on such meshes leaving faces intact, which can be ultimately be scripted?
If the poly is opened up like shown then remove doubles works well. If remove doubles is run on the separated but "closed" poly then remove doubles fills the holes with edges.