If I understand it right, than yes.
At generation time of the mesh I know every vertice and it’s uv. At this point I store the uv verts index and uv coords in an array.
After the mesh creation I call my function to set the stored uv coords.
That is the posted Code: http://www.pasteall.org/30019 which I have to change.
IMHO every conversion to bmesh would change my structure of the mesh and my stored UVs are worthless.
That’s the reason why I have to use tesselated mesh.
Other solution would be to change the generation of the mesh to BMesh, that I can store the UV in the order of the new structure at generation time.
But that would be a huge task, I have a very complex object. That’s a ToDo for a later version.
The object, where only the studs have a UV for the Logo. At the generation time of the studs I know the UV coords for the logo. But after joining the brick, I can not figgure out which faces are the studs.