   Does VIPM has something to do with texture coordinates?
 I have read an article about view independent progressive meshes and it does not mention texture errors. But I also heardthat duplicated texture coordinates must be considered when generate progressive meshes. Is it acceptable to generateVIPM without consideration of texture coordinates? 
  You want texture boundaries to be collapsed as late as possible, if at all.So for textured meshes, usually texture boundaries are considered to be "sharp edges" and at very least have their collapse cost increased.Internal shared texture coordinates don''t really present much of a problem (can depend on what your "new vertex" algorithm for collapses does - snap or create new position) . It''s only mapping boundaries that do. 