Hmmm... but I need to know the size of the vertices in order to offset their vertex buffer correctly, no? Here's the current code.

Code:
D3DXIntersect(testMesh, &rayOrigin, &rayDir, &hit, &faceIndex, &u, &v, &distance, &allHits, &numHits);

modelVertex* vertices;
vertices = (modelVertex*)malloc(testMesh->GetNumVertices() * sizeof(modelVertex))

testMesh->LockVertexBuffer(0, (void**)vertices);
(*intersectTri).p1 = vertices[faceIndex].position;
(*intersectTri).p2 = vertices[faceIndex + 1].position;
(*intersectTri).p3 = vertices[faceIndex + 2].position;
testMesh->UnlockVertexBuffer();