Yeah, an alternative that would also work for indexed geometry is to keep a small cache of cross product coefficients from vertex pairs forming edges. These can then be used to compute the matrix inverse the classical way. In the best case, when the cross products for two edges are already in the cache, it would be even faster than the approach above.Well, it seems like most games aren't using triangle strips. In a study we made of OGL and D3D games only Oblivion seemed to masively use triangle strips (75% of the benchmarked geometry).
But that's just theoretical...