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Texture Mapping Spheres with Vertex UV's

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Hi All, I was wondering how you correctly texture a sphere with DirectX since you can only have one UV per vertex per texture stage. That means the top vertex where the top row of faces meet will have the same UV position for each of the surrounding faces which will result in some distortion. Is the only way to do it to have multiple vertices with the same position, thus using one for each face? How is this normally handled? Thanks all

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