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Partitioning ID3DXMesh

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What's the quickest/most elegant way of taking a ID3DXMesh and creating a vector or a similar structure composed of vertex buffers, each being created from a different attribute id/subset. Keeping in mind that the program doesn't need to see internal composition of each vertex beyond the FVF used for D3DXGetFVFVertexSize() Don't worry about the sample code. I have to force myself to learn about VBs. I only need a certain direction. Juozas Gaigalas [edited by - Juozasg on June 18, 2003 1:19:33 AM]

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