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The D3DXMESHOPT_ATTRSORT flag sorts a mesh's index buffer so that all the triangles of a subset are contiguous. A face can only belong to one subset, so there is no problem there. But a vertex can belong to more than one subset. It could be referenced by triangles that belong to different subsets. So my question is: Is it correct that the VertexStart and VertexCount members of D3DXATTRIBUTERANGE does not define a range of vertices that is purely associated with its respective subset? More likely, it just contains the range of vertices that are referenced by the indices of the subset and it is not necessarily "tight." By tight I mean, there could be other vertices in the range that aren't used by the subset, and some of the vertices in the range might be used by other subsets, too. I guess another way to say it is that the vertex ranges of the entries in the attribute table are not necessarily disjoint. Does D3DXMESHOPT_ATTRSORT even move vertices around at all?

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