Hi guys, I think this is a major problem we have with vertexarrays. You declare an index list to create the faces, and this index list points to the vertex array position and at the same time to the normals array positions, so in order to have more than one normal for each vertex you need to repeat the same vertex in a diferent position. You end up having a lot more vertexes than required. The reason you may need more than one normal for a vertex is clear I think. If you build a box and you only have one normal for each of the 8 vertexes, the shader will produce a very unrealistic result with those normals interpolated from the surrounding faces normals. Any idea?