100 bytes per mesh is nothing really (considering you'll probably have between 1 and 10 meshes per model), but if all your meshes use the same layout, or some use the same and some don't, you could add a "layout array" and have each mesh reference their layout by layout index, in the case that there is only one layout, you're only wasting 1,2, 4 or 8 bytes (depending on your index type) per mesh + 1 sizeof(your offset type) for your layout array start pointer.
Also, I don't think I read it, or you didn't mentioned it, I think everyone assumes this is for characters/props and not for architectural/level models or is it for both? not that important, but I guess if you are modeling a cathedral you might end up with more than 10 meshes in a single model.
So you're saying store the vertex layouts in the model, and have the meshes index to the matching layout. That might work.
After a quick thought thought, 100 bytes per mesh * a mean of 8 meshes per model * about 1000 models per level = ~781 KB. (averages not from any real statistics)
Not nearly as bad as I had imagined.
The other thing I could do is store the vertex layouts in separate files. That way meshes using the same layout would just use the same file, which I could cache.
If I did it this way I would only have to have one copy of each unique vertex layout in memory and on disk.
Regarding what a model would contain: the idea was that a Model would just be a generic class to store related Meshes. A mesh would have an index buffer, N vertex buffers, and N resources / textures. This way a model could contain, for example, all of the meshes that composed an automobile.
These models would then be used by objects that would also have a material. Now of course some checking would have to be done to make sure that the model would be compatible with the material. Luckily each mesh has a MeshMask, 16 bits specifying what attributes the mesh contains; the mesh header also keeps track of the number of TexCoord and vertex color streams as well as the number of texture resources. To check if a model and a material were compatible, I would just loop over each mesh and check if its mask and header were compatible with the materials requirements.
A level would then contain many objects that could be culled, sorted, and drawn.
My intent was for the model to be able to store pretty much any type of graphic meshes;, whether it contains a weighted charter, a tree, a sword, or a spaceship shouldn't matter as the model is just a container for meshes. A model should also be able to store thousands of meshes(up to 65, 536) assuming the file doesn't become over 4GB in size. I don't think I'm missing anything that would prevent this, but I could very well have skipped right over something.
Again, thank you for your ideas.

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