B3D format and unused verts

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Sorry if this questions sounds off, not sure how to word it..

If you save a B3D format mesh, and have 3 verts created during save, but do not create a triangle from those 3 verts. Does blitz load those verts and store them? or does it ignore them durring load?

heres what im doing.

	surf=GetSurface( layer(mi),1 )
				n_verts=CountVertices( surf )-1
				
				For j=0 To n_verts
					b3dWriteFloat( VertexX( surf,j ) )
					b3dWriteFloat( VertexY( surf,j ))
					b3dWriteFloat( VertexZ( surf,j ) )
					
					b3dWriteFloat( VertexRed(surf,j)/255)
					b3dWriteFloat( VertexGreen(surf,j)/255)
					b3dWriteFloat( VertexBlue(surf,j)/255)

					b3dWriteFloat( VertexAlpha( surf,j))

					
					b3dWriteFloat( VertexU#( surf,j,0 ) )
					b3dWriteFloat( VertexV#( surf,j,0 ) )

									Next
;			Next
		b3dEndChunk()	;end of VRTS chunk
		
		first_vert=0
;		For k=1 To n_surfs
			surf=GetSurface( layer(mi),1 )
			n_tris=CountTriangles( surf )-1
			
			b3dBeginChunk( "TRIS" )

				b3dWriteInt(MI-1)		;brush for these triangles
				
				For j=0 To n_tris
If VertexAlpha(surf,TriangleVertex(Surf,j,0))<>0 Or VertexAlpha(surf,TriangleVertex(Surf,j,1))<>0 Or VertexAlpha(surf,TriangleVertex(Surf,j,2))<>0 Or mi=1 Then 
					b3dWriteInt( first_vert+TriangleVertex( surf,j,0 ) )
					b3dWriteInt( first_vert+TriangleVertex( surf,j,1 ) )
					b3dWriteInt( first_vert+TriangleVertex( surf,j,2 ) )
EndIf
				Next



you will see that im writing all verts, but I have a condition on the trianlge .. if all 3 verts of that triangle have 0 alpha then the triangle is not written to the file.

So is blitz stil loading the unused verts ?