I thought one of the advantages with with vertex arrays was vertex re-use (that is, gl recognizes previously drawn vertices).
My problem is, since I’m using all pointers (vertex, texture, normals, colour and probably one more texture), hardly any vertex share ALL these properties when used in two different faces. Two vertices with the same position in space, the same texcoords but different normals must therefore be treated as two entirely different vertices.
The result of this is that the number of vertices in my vertex array equals the number of faces times three, and no vertex re-use is possible. Since I want quite a lot of faces in my scene, I’d like to keep the number of different vertices to a minimum.
Is there some other solution to this problem?