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[MDX] Compute the normal of a mesh

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HI, I am trying a Managed DirectX example program in which I want to calculate the normal of a mesh. If I wrote the code as:
if((mesh.VertexFormat & VertexFormats.Normal) != VertexFormats.Normal)
      Mesh tempMesh = mesh.Clone(mesh.Options.Value, mesh.VertexFormat | VertexFormats.Normal, device);
      mesh = tempMesh;

It works fine. However, If I calculate the normal directly from the mesh by using:
if((mesh.VertexFormat & VertexFormats.Normal) != VertexFormats.Normal)

It does not work for a model with texture. Can anyone tell me why it is like that? ninjaindark

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