blitz3d doesnt really do mesh creation from triangle strips like direct3d or opengl, you can create code to produce the same sort of effect yourself but it really depends what your trying to achieve. mesh's in blitz are made from 1 or more surfaces and each surface holds the information on the verts, uv's and triangles.
So the basics of making a mesh and adding triangles is like this
mesh = CreateMesh() ; Create an empty mesh
surf = CreateSurface(mesh) ; create a surface to add our triangles to
v0 = AddVertex (surf, 0,0,0, 0 ,0) ; add the vertex x,y,z,u,v
v1 = AddVertex (surf, 5,0,0, 1 ,0) ; 3 points are needed
v2 = AddVertex (surf, 5, 5,0, 1,1) ; to make a triangle, which we all know :)
tri = AddTriangle (surf,v0,v1,v2) ; then add the triangle to the surface.
you could of course add a second triangle that used 2 of the exsisting vertex and 1 new one to make a quad.
so v3 = AddVertex (surf, 0, 5,0, 0,1) and tri1 = AddTriangle (surf,v0,v2,v3)
So loading in a model to create the mesh your self you need to supply the vertex positions with u,v info and then the 3 vertex that make a triangle to the addtriangle function. Assuming the model info you are loading has given this and you have it stored somewhere it should just be a case of repeatedly adding each vertex with the AddVertex command, then do the list of face/triangle building afterwards. Most 3d model formats should tell you how many vertex are in the model and how many triangles (sometimes called faces) so 2 for next loops could be made to build the mesh.
Once you have made your mesh, then it becomes like any other model in b3d and can be moved, rotated, scaled using the same commands you use on any entity.
When building your own mesh's in code it becomes slightly more complex, you have to work out the vertex positions and uv coords yourself, simple shapes like a flat quad or even a cube are easy but more complex shapes like cylinders,sphere's etc require more work but if your using b3d itself it has ofc built in commands for those shapes, but if you want to make your own create functions for those kinds of shapes there are examples in the blitzbasic code archives,
http://www.blitzbasic.com/codearcs/codearcs.php?code=1133 for example makes a torus, a demo coding favourite
