I’m trying to optimize my rendering function and tried using indexed arrays. The object I’m loading is a dae-export file and the vertex and normal arrays have some 27,000 entries while the texture coord array has only 21,000 entries. So the index arrays for vertices and normals are the same, but the index array for texcoords is different.
glDrawElements only accepts one index array for all data arrays. Is there a possibility to use different index arrays for texcoords? Otherwise I would have to restore the texcoord data to fit it to the other index arrays, which would make the array bigger.