MESH_AssignGlobalIDs_Vertex and MESH_AssignGlobalIDs_Vertex_p2p both use vertex coordinates or to match vertices on processor boundaries and assign global IDs or it uses pre-existing global ID information to match vertices. The former approach breaks down if a mesh partition has two vertices with the same coordinates on a partition boundary. Another processor receiving them cannot figure out which one to connect to. Even though X3D has this info, MSTK does not have a way of having a node store the local ID of a matching node on an adjacent partition.
It is not clear if what can be done to rectify this - can we "enhance" the X3D reader to internally assign global IDs so that MSTK can use them and not try to figure it out by itself.
Until we can get a fix, meshes on a partition cannot have coincident nodes (coincident nodes across partitions are obviously ok)