In the case of a cube(consisting of quads) specified by it´s corners:
You could make an array of 8 vertices(the cubes corners)and an array of 24 indices to draw it with.The code with glLockArrayExt would look like this:
glUnlockArrayExt()//don´t know how it is called,tell me if it´s wrong
This would give a nice speed increase,´cause only 8 vertices would be transformed instead of 24 without the use of an indexed array and glLockArrayExt().
But I think this is all useless if you want to texture the cube cause one corner vertex of the cube needs 3 different Tex-Coords therefore one has to use an array of 24 Texcoords,and then an array of 24 vertices,´cause AFAIK one vertex cannot have more than one Tex-Coord in OGl,making the Indexed array unnecessary.
Is this correct?I don´t think,if it is you could throw all Vertex Array stuff in the can,except for multiple rendering passes.
Please tell me,XBTC!