The Content Pipeline object model makes a distinction between vertices and positions.
MeshContent holds positions, not vertices. There is one position for every unique point in 3D space that is used by that mesh.
GeometryContent, on the other hand, holds vertices. A vertex has a position, but also other data channels such as normals, texture coordinates, and colors. Each vertex holds an index into the list of positions (stored in VertexContent.PositionIndices). If several vertices use the same position index, they will all share the same underlying position. This is common in cases where there is more than one vertex in the same physical location. For instance a cube would have 8 positions, but most likely would use different normal vectors for each face, so there would be 24 vertices. Or you might have two vertices that have the same position and normal, but different texture coordinates, if the model has been uv mapped with a different part of the texture on two adjacent triangles.
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