I am using the MDL7 library with VC++ and I have managed to load a model and render it in DX9. The only thing left to do is handle the textures.

I have notices that some skinpoints are mapped to the same vertex so I would need to duplicate the appropriate vertices and apply the skinpoints to the uv values. I have tried all day to figure out a method of doing this and I have searched for samples with no luck. I have been testing a cube model with 8 vertices and 12 faces. When I load the model in 3DGS the D3DXMESH objects has 12 vertices and 12 faces.

Is there a DirectX mesh function you use to optimise the mesh or is it done manually in the vertex buffer? All I need is a push in the right direction.

Thanks!