The following functionality applies the current vertices' positions to the same vertices(No change to the mesh).
var arr = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
for (var i = 0; i <mesh.getTotalVertices(); i = i++){
var fx = arr[i * 3 + 0]; var fy = arr[i * 3 + 1]; var fz = arr[i * 3 + 2];
arr[i * 3 + 0] = fx;
arr[i * 3 + 1] = fy;
arr[i * 3 + 2] = fz;
}
mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, arr);
I'm unsure as to how to apply a random noise, that still takes into account the vertices that are on the same position?
If I use something like fx/fy/fz + a random value, the faces split up, and creates holes in the mesh.