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DX10 and tangent frames

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Ive just created my first DX10 app. It is basically a BRDF shader. In DX9.0c I used the D3DXComputeTangentFrameEx() function to get the tbn-vectors, however this function does not work using the ID3DX10Mesh structure. Is there a similar function for DX10? Anyway, now Im calculating the tangent frame in the geometry shader (Slooow:) using triangleadj. This works, except where there are no adjacent triangles. How can i ensure that the vertex/index buffer always have adjacent triangles?

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