Question regarding Terabit's OGL work?

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So the list is rebuilt, not the mesh?

How does the second case (vertex buffer) affect the code? Does it mean you can still access individual verts by their numbers? After deleting some tris do the verts after the deleted ones just shunt their numbers up to make the sequence consecutive, or is it the case that trying to access the deleted verts generates an error?

Also, can all Gfx cards make a vertex buffer?