So I saw these posts DX10+ multiple vertex buffers, single index buffer and Using Multiple Vertex Buffers In DX10/DX11 and vague understood Why Directx11 doesn't support multiple index buffers in IASetIndexBuffer
When rendering indexed tris, I was wondering if it is possible to have a vertex buffer and a separate texture coordinate buffer. But then specify the triangles when drawn by like a set of indices into the vertex buffer and a set of indices into the texture coordinate buffer (separate), so a total of 6 indices per triangle. So that I can reuse texture coords and vertices. Because otherwise i have to duplicate vertices for every texture coordinate which I am not too keen on.
Is this possible in DirectX 11?
Duplicating vertices is in fact the standard solution if you need different vertex elements with shared positions.