I found this old thread http://www.gamedev.net/topic/171751-texture-coordinates-and-index-buffers-can-it-be-done/ which describes a problem I wanted to know if newer DirectX versions has addressed.
Suppose you have a Cube, which has 8 corners. But depending on which side of the cube that is being rendered, different UVs and Normals would have to be used. The thread concludes that the vertices would have to be duplicated in the seams that use different components.
I immediately start thinking of Streams and how they could possibly be used for solving this issue, but I can't figure out exactly how it can be done, or if it can be done.
Is it possible to move UV and Normal components over to the Index buffer in some way, such that a vertex may be drawn multiple times with different UVs?