Yes, I already spoke on this a bit before, but Direct3D offers an internal mesh class that can do optimization and has interfaces for dynamic level of detail (LOD), and can also by default load (*.x) model files, which models can be exported from Blender in.
http://msdn.microsoft.com/en-us/library/windows/desktop/bb147196%28v=vs.85%29.aspxFrom what I can gather however, the mesh class works with triangle lists internally, however you can get a pointer and control locking and unlocking of its index and vertex buffer, however I was looking at the specification for DrawSubet()
D3DX Meshes use indexed triangle lists, and are therefore drawn with IDirect3DDevice9::DrawIndexedPrimitive.
So I am unsure if we can use this to create models that can have other primitive types. It is however possible for us to make it so that people only thing they are using the other primitive types and just hack them all into triangle lists, after all that is the fastest way to do it, that is *the* primitive of the GPU. Quads all that shit are on there way out and are already software processed in OpenGL 3 and later.
Also, when the base mesh interface loads a (*.x) model file it also gives you the file name from its material telling you where its texture is located. The base mesh interface holds transformation, texture, and material information, so we would also need to add a d3d_model_get_texture() function to avoid having inaccessible textures in memory. Just looking for some input guys... I want to say just go ahead and use it but idk, I would have to hack in and fake other primitive types, which albeit would be really fast anyway, but idk if you guys are ok with me doing that or what or if we should just write our own mesh interface like I did with OpenGL 3.