public List <OpenGL.Vector3> Vertices() { List <OpenGL.Vector3> vertices = new List <OpenGL.Vector3>(); foreach (Face f in Faces) { foreach (PointD p in f.GetPoints()) { var vec = new OpenGL.Vector3((float)p.X, (float)p.Y, (float)p.Z); if (!vertices.Contains(vec)) { vertices.Add(vec); } } } return(vertices); }