My model viewer application is getting more and more complex and it starts acting up on me, so I really wish to reduce the complexity to avoid alot of recoding. What I find interesting is that most of my vertices are unique, meaning that indexing the same vertex twice is uncommon since they usually need to have different normals.
What I use now is a ID3DXMesh that I fill with vertices and indices. I optimize it and Generate Adjacency on it. But what is the point of all that when most of the indices are mapped 1:1 on the vertex buffer?
Should I just toss out the ID3DXMesh and roll my own class with only the vertex buffer and not the index buffer?